84 lines
2.7 KiB
C++
84 lines
2.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "GenericPlatform/GenericApplicationMessageHandler.h"
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#include "Features/IModularFeatures.h"
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#include "Features/IModularFeature.h"
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#include "Modules/ModuleInterface.h"
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#include "Modules/ModuleManager.h"
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#include "IInputDevice.h"
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/** Input parameters to device creation. */
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struct FInputDeviceCreationParameters
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{
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/** Indicates if this device is operating as a primary device and thus a part of game input system. */
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bool bInitAsPrimaryDevice = true;
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};
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/**
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* The public interface of the InputDeviceModule
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*/
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class IInputDeviceModule : public IModuleInterface, public IModularFeature
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{
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public:
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static FName GetModularFeatureName()
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{
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static FName FeatureName = FName(TEXT("InputDevice"));
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return FeatureName;
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}
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virtual void StartupModule() override
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{
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IModularFeatures::Get().RegisterModularFeature( GetModularFeatureName(), this );
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}
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/**
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* Singleton-like access to IInputDeviceModule
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*
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* @return Returns IInputDeviceModule singleton instance, loading the module on demand if needed
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*/
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static inline IInputDeviceModule& Get()
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{
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return FModuleManager::LoadModuleChecked< IInputDeviceModule >( "InputDevice" );
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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( "InputDevice" );
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}
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/**
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* Attempts to create a new input device with the given message handler. This version will eventually be deprecated and users should
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* migrate to the new version with an additional parameters struct.
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*
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* @return Interface to the new input device, if we were able to successfully create one
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*/
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virtual TSharedPtr<class IInputDevice> CreateInputDevice(const TSharedRef<FGenericApplicationMessageHandler>& InMessageHandler) = 0;
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/**
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* Attempts to create a new input device interface with the specified input
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* device creation parameters. This override is for advanced use cases where
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* users would like to create devices that are not a part of the input
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* system.
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*
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* @return Interface to the new input device, if we were able to successfully create one
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*/
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virtual TSharedPtr<class IInputDevice> CreateInputDevice(const TSharedRef<FGenericApplicationMessageHandler>& InMessageHandler, FInputDeviceCreationParameters InParams)
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{
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// If this is a primary device and it should be constructed for the input system then call the default implementation.
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if (InParams.bInitAsPrimaryDevice)
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{
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return CreateInputDevice(InMessageHandler);
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}
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return nullptr;
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}
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};
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