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