// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Modules/ModuleManager.h" #include "CommonInputSettings.h" struct FStreamableManager; /** * Interface for the input state system. */ class ICommonInputModule : public IModuleInterface { public: /** * Singleton-like access to this module's interface. This is just for convenience! * Beware of calling this during the shutdown phase, though. Your module might have been unloaded already. * * @return Returns singleton instance, loading the module on demand if needed */ static inline ICommonInputModule& Get() { return FModuleManager::LoadModuleChecked("CommonInput"); } /** * 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("CommonInput"); } /** * @return reference to Common Input settings */ static inline UCommonInputSettings& GetSettings() { ICommonInputModule& Module = IsInGameThread() ? Get() : FModuleManager::GetModuleChecked("CommonInput"); UCommonInputSettings* Settings = Module.GetSettingsInstance(); check(Settings); return *Settings; } protected: virtual UCommonInputSettings* GetSettingsInstance() const = 0; };