55 lines
1.8 KiB
C
55 lines
1.8 KiB
C
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// @lint-ignore-every LICENSELINT
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// 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 "IInputDeviceModule.h"
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#define OCULUS_INPUT_SUPPORTED_PLATFORMS (PLATFORM_WINDOWS && WINVER > 0x0502) || (PLATFORM_ANDROID_ARM || PLATFORM_ANDROID_ARM64)
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/**
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* The public interface to this module. In most cases, this interface is only public to sibling modules
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* within this plugin.
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*/
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class IOculusXRInputModule : public IInputDeviceModule
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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 IOculusXRInputModule& Get()
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{
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return FModuleManager::LoadModuleChecked<IOculusXRInputModule>("OculusXRInput");
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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("OculusXRInput");
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}
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/**
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* Gets the number of Touch controllers that are active, so that games that require them can check to make sure they're present
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*
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* @return The number of Touch controllers that are active (but not necessarily tracked)
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*/
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virtual uint32 GetNumberOfTouchControllers() const = 0;
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/**
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* Gets the number of hands that are active, so that games that require them can check to make sure they're present
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*
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* @return The number of Hands that are active (but not necessarily tracked)
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*/
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virtual uint32 GetNumberOfHandControllers() const = 0;
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virtual TSharedPtr<IInputDevice> GetInputDevice() const = 0;
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};
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