51 lines
1.6 KiB
C++
51 lines
1.6 KiB
C++
// 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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#include "PixelStreamingInputProtocol.h"
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#include "IPixelStreamingInputHandler.h"
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/**
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* The public interface of the Pixel Streaming Input module.
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*/
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class PIXELSTREAMINGINPUT_API IPixelStreamingInputModule : 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.
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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 IPixelStreamingInputModule& Get()
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{
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return FModuleManager::LoadModuleChecked<IPixelStreamingInputModule>("PixelStreamingInput");
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}
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/**
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* Checks to see if this module is loaded.
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*
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* @return True if the module is loaded.
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*/
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static inline bool IsAvailable() { return FModuleManager::Get().IsModuleLoaded("PixelStreamingInput"); }
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/**
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* @brief Create a Input Handler object
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*
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* @return TSharedPtr<IPixelStreamingInputHandler> the input handler for this streamer
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*/
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virtual TSharedPtr<IPixelStreamingInputHandler> CreateInputHandler() = 0;
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/**
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* Attempts to create a new input device interface
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*
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* @return Interface to the new input device, if we were able to successfully create one
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*/
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virtual TSharedPtr<class IInputDevice> CreateInputDevice(const TSharedRef<FGenericApplicationMessageHandler>& InMessageHandler) override = 0;
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DECLARE_MULTICAST_DELEGATE(FOnProtocolUpdated);
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FOnProtocolUpdated OnProtocolUpdated;
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};
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