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UnrealEngine/Engine/Plugins/Runtime/CommonUI/Source/CommonInput/Public/ICommonInputModule.h
2025-05-18 13:04:45 +08:00

52 lines
1.4 KiB
C++

// 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<ICommonInputModule>("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<ICommonInputModule>("CommonInput");
UCommonInputSettings* Settings = Module.GetSettingsInstance();
check(Settings);
return *Settings;
}
protected:
virtual UCommonInputSettings* GetSettingsInstance() const = 0;
};