Files
UnrealEngine/Engine/Plugins/Editor/StylusInput/Source/StylusInputMac/Private/MacInstance.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

60 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include <StylusInput.h>
#include <Containers/Array.h>
#include <Templates/UniquePtr.h>
#include "MacTabletContext.h"
#include "Mac/MacApplication.h"
#include "Mac/MacPlatformApplicationMisc.h"
namespace UE::StylusInput
{
class IStylusInputEventHandler;
}
namespace UE::StylusInput::Mac
{
class FNSEventHandler;
class FMacInstance : public IStylusInputInstance
{
public:
explicit FMacInstance(uint32 ID, const FCocoaWindow* OSWindowHandle);
virtual ~FMacInstance() override;
virtual bool AddEventHandler(IStylusInputEventHandler* EventHandler, EEventHandlerThread Thread) override;
virtual bool RemoveEventHandler(IStylusInputEventHandler* EventHandler) override;
virtual const TSharedPtr<IStylusInputTabletContext> GetTabletContext(uint32 TabletContextID) override;
virtual const TSharedPtr<IStylusInputStylusInfo> GetStylusInfo(uint32 StylusID) override;
virtual float GetPacketsPerSecond(EEventHandlerThread EventHandlerThread) const override;
virtual FName GetInterfaceName() override;
virtual FText GetName() override;
virtual bool WasInitializedSuccessfully() const override;
private:
void EnableEventHandler(EEventHandlerThread EventHandlerThread, IStylusInputEventHandler* EventHandler);
void DisableEventHandler(EEventHandlerThread EventHandlerThread);
// There isn't such a thing as a "Tablet context" with NSEvent. Instead, we'll store all the devices known by the user computer and sort the events by ID
void SetupTabletContexts();
void UpdateTabletContexts(FTabletContextContainer& InTabletContexts);
const FCocoaWindow* CocoaWindow;
TUniquePtr<FNSEventHandler> NSEventHandler;
FTabletContextContainer TabletContexts;
FStylusInfoContainer StylusInfo;
const uint32 ID;
};
}