55 lines
1.8 KiB
C++
55 lines
1.8 KiB
C++
// @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<IOculusXRInputModule>("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<IInputDevice> GetInputDevice() const = 0;
|
|
};
|