Files
UnrealEngine/Engine/Source/Runtime/InputDevice/Public/IInputDevice.h
2025-05-18 13:04:45 +08:00

67 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GenericPlatform/GenericApplicationMessageHandler.h"
struct FForceFeedbackValues;
enum class FForceFeedbackChannelType;
struct FInputDeviceProperty;
/**
* Input device interface.
* Useful for plugins/modules to support custom external input devices.
*/
class IInputDevice
{
public:
virtual ~IInputDevice() {}
/** Tick the interface (e.g. check for new controllers) */
virtual void Tick( float DeltaTime ) = 0;
/** Poll for controller state and send events if needed */
virtual void SendControllerEvents() = 0;
/** Set which MessageHandler will get the events from SendControllerEvents. */
virtual void SetMessageHandler( const TSharedRef< FGenericApplicationMessageHandler >& InMessageHandler ) = 0;
/** Exec handler to allow console commands to be passed through for debugging */
virtual bool Exec( UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar ) = 0;
/**
* Force Feedback pass through functions
*/
virtual void SetChannelValue (int32 ControllerId, FForceFeedbackChannelType ChannelType, float Value) = 0;
virtual void SetChannelValues (int32 ControllerId, const FForceFeedbackValues &values) = 0;
virtual bool SupportsForceFeedback(int32 ControllerId) { return true; }
/**
* Pass though functions for light color
*/
virtual void SetLightColor(int32 ControllerId, FColor Color) { };
virtual void ResetLightColor(int32 ControllerId) { };
/**
* Sets a property for a given controller id.
* Will be ignored for devices which don't support the property.
*
* @param ControllerId the id of the controller whose property is to be applied
* @param Property Base class pointer to property that will be applied
*/
virtual void SetDeviceProperty(int32 ControllerId, const FInputDeviceProperty* Property) {}
/** If this device supports a haptic interface, implement this, and inherit the IHapticDevice interface */
virtual class IHapticDevice* GetHapticDevice()
{
return nullptr;
}
virtual bool IsGamepadAttached() const
{
return false;
}
};