VRTowerDef/Plugins/MetaXR/Source/OculusXRInput/Public/IOculusXRInputModule.h

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2024-05-29 08:53:41 +00:00
// @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;
};