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