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We can actually remove the DelayLoaded.dll and GameInput.lib files here as well, because we are manually loading the DLL. #rb David.Harvey #rnx [CL 31487464 by ben hoffman in ue5-main branch]
41 lines
1.0 KiB
C++
41 lines
1.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Modules/ModuleInterface.h"
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#if GAME_INPUT_SUPPORT
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struct IGameInput;
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#endif
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class GAMEINPUTBASE_API FGameInputBaseModule : public IModuleInterface
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{
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public:
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static FGameInputBaseModule& Get();
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/** Returns true if this module is loaded (aka available) by the FModuleManager */
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static bool IsAvailable();
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//~ Begin IModuleInterface interface
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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//~ End IModuleInterface interface
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#if GAME_INPUT_SUPPORT
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/**
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* Pointer to the static IGameInput that is created upon module startup.
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*/
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static IGameInput* GetGameInput();
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#endif
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protected:
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void InitializeGameInputKeys();
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#if PLATFORM_WINDOWS && GAME_INPUT_SUPPORT
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// Handle to the game input dll which is set on StartupModule.
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// If we can't find the DLL then we will early exit and not attempt to initalize GameInput.
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void* GameInputDLLHandle = nullptr;
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#endif // endif PLATFORM_WINDOWS && GAME_INPUT_SUPPORT
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}; |