VR2024_WizardVR/TheProject/VRWizardProject/Plugins/MetaXR/Source/OculusXRHMD/Public/OculusXREventComponent.h

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// @lint-ignore-every LICENSELINT
// Copyright Epic Games, Inc. All Rights Reserved.
// OculusEventComponent.h: Component to handle receiving events from Oculus HMDs
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Components/ActorComponent.h"
#include "OculusXREventComponent.generated.h"
UCLASS(Blueprintable, meta = (BlueprintSpawnableComponent), ClassGroup = OculusXRHMD)
class OCULUSXRHMD_API UOculusXREventComponent : public UActorComponent
{
GENERATED_BODY()
public:
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOculusDisplayRefreshRateChangedEventDelegate, float, fromRefreshRate, float, toRefreshRate);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOculusEyeTrackingStateChangedEventDelegate, bool, bEyeTrackingOn);
UPROPERTY(BlueprintAssignable)
FOculusDisplayRefreshRateChangedEventDelegate OculusDisplayRefreshRateChanged;
UPROPERTY(BlueprintAssignable)
FOculusEyeTrackingStateChangedEventDelegate OculusEyeTrackingStateChanged;
void OnRegister() override;
void OnUnregister() override;
private:
/** Native handlers that get registered with the actual FCoreDelegates, and then proceed to broadcast to the delegates above */
void OculusDisplayRefreshRateChanged_Handler(float fromRefresh, float toRefresh) { OculusDisplayRefreshRateChanged.Broadcast(fromRefresh, toRefresh); }
void OculusEyeTrackingStateChanged_Handler(bool bEyeTrackingOn) { OculusEyeTrackingStateChanged.Broadcast(bEyeTrackingOn); }
};