// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "GenericPlatform/GenericApplicationMessageHandler.h" #include "Features/IModularFeatures.h" #include "Features/IModularFeature.h" #include "Modules/ModuleInterface.h" #include "Modules/ModuleManager.h" #include "IInputDevice.h" /** Input parameters to device creation. */ struct FInputDeviceCreationParameters { /** Indicates if this device is operating as a primary device and thus a part of game input system. */ bool bInitAsPrimaryDevice = true; }; /** * 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 IInputDeviceModule * * @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 input device with the given message handler. This version will eventually be deprecated and users should * migrate to the new version with an additional parameters struct. * * @return Interface to the new input device, if we were able to successfully create one */ virtual TSharedPtr CreateInputDevice(const TSharedRef& InMessageHandler) = 0; /** * Attempts to create a new input device interface with the specified input * device creation parameters. This override is for advanced use cases where * users would like to create devices that are not a part of the input * system. * * @return Interface to the new input device, if we were able to successfully create one */ virtual TSharedPtr CreateInputDevice(const TSharedRef& InMessageHandler, FInputDeviceCreationParameters InParams) { // If this is a primary device and it should be constructed for the input system then call the default implementation. if (InParams.bInitAsPrimaryDevice) { return CreateInputDevice(InMessageHandler); } return nullptr; } };