Files
UnrealEngineUWP/Engine/Source/Runtime/InputDevice/Public/IInputDeviceModule.h
Marc Audy 1eb122c09e MacApplication now enumerates and ticks IInputDeviceModule implementatations
Fix bad #ifndef and comment in InputDevice headers
Partially from PR #940: Export input device to allow game input device plugins (Contributed by lion03)

[CL 2484846 by Marc Audy in Main branch]
2015-03-19 14:12:11 -04:00

55 lines
1.5 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ModuleInterface.h"
#include "ModuleManager.h" // For inline LoadModuleChecked()
#include "Runtime/Core/Public/Features/IModularFeatures.h"
/**
* The public interface of the InputDeviceModule
*/
class IInputDeviceModule : public IModuleInterface, public IModularFeature
{
public:
static FName GetModularFeatureName()
{
static FName FeatureName = FName(TEXT("InputDevice"));
return FeatureName;
}
virtual void StartupModule() override
{
IModularFeatures::Get().RegisterModularFeature( GetModularFeatureName(), this );
}
/**
* Singleton-like access to IMovieSceneCore
*
* @return Returns IInputDeviceModule singleton instance, loading the module on demand if needed
*/
static inline IInputDeviceModule& Get()
{
return FModuleManager::LoadModuleChecked< IInputDeviceModule >( "InputDevice" );
}
/**
* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
*
* @return True if the module is loaded and ready to use
*/
static inline bool IsAvailable()
{
return FModuleManager::Get().IsModuleLoaded( "InputDevice" );
}
/**
* Attempts to create a new head tracking device interface
*
* @return Interface to the new head tracking device, if we were able to successfully create one
*/
virtual TSharedPtr< class IInputDevice > CreateInputDevice(const TSharedRef< FGenericApplicationMessageHandler >& InMessageHandler) = 0;
};