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Nov 6th, 2014
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  1. // Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
  2.  
  3. #pragma once
  4.  
  5. #include "ModuleManager.h"
  6. #include "Runtime/InputDevice/Public/IInputDeviceModule.h"
  7. #include "InputCoreTypes.h"
  8.  
  9.  
  10. /**
  11.  * The public interface to this module.  In most cases, this interface is only public to sibling modules
  12.  * within this plugin.
  13.  */
  14.  class IKinect2 : public IInputDeviceModule
  15. {
  16.  
  17. public:
  18.  
  19.     /**
  20.      * Singleton-like access to this module's interface.  This is just for convenience!
  21.      * Beware of calling this during the shutdown phase, though.  Your module might have been unloaded already.
  22.      *
  23.      * @return Returns singleton instance, loading the module on demand if needed
  24.      */
  25.     static inline IKinect2& Get()
  26.     {
  27.         return FModuleManager::LoadModuleChecked< IKinect2 >("Kinect2");
  28.     }
  29.  
  30.     /**
  31.      * Checks to see if this module is loaded and ready.  It is only valid to call Get() if IsAvailable() returns true.
  32.      *
  33.      * @return True if the module is loaded and ready to use
  34.      */
  35.     static inline bool IsAvailable()
  36.     {
  37.         return FModuleManager::Get().IsModuleLoaded( "Kinect2" );
  38.     }
  39.     //New output type
  40.     static const FKey Kinect2_Output;
  41.    
  42. };
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