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DedicatedServerCourse/Intermediate/Build/Win64/FPSTemplateEditor/Inc/Engine/UHT/InputDeviceSubsystem.generated.h

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2026-01-28 19:08:51 -05:00
// Copyright Epic Games, Inc. All Rights Reserved.
/*===========================================================================
Generated code exported from UnrealHeaderTool.
DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/
// IWYU pragma: private, include "GameFramework/InputDeviceSubsystem.h"
#ifdef ENGINE_InputDeviceSubsystem_generated_h
#error "InputDeviceSubsystem.generated.h already included, missing '#pragma once' in InputDeviceSubsystem.h"
#endif
#define ENGINE_InputDeviceSubsystem_generated_h
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
class UClass;
class UInputDeviceProperty;
enum class EHardwareDevicePrimaryType : uint8;
struct FActivateDevicePropertyParams;
struct FHardwareDeviceIdentifier;
struct FInputDeviceId;
struct FInputDevicePropertyHandle;
struct FPlatformUserId;
// ********** Begin ScriptStruct FActivateDevicePropertyParams *************************************
struct Z_Construct_UScriptStruct_FActivateDevicePropertyParams_Statics;
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_InputDeviceSubsystem_h_20_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FActivateDevicePropertyParams_Statics; \
ENGINE_API static class UScriptStruct* StaticStruct();
struct FActivateDevicePropertyParams;
// ********** End ScriptStruct FActivateDevicePropertyParams ***************************************
// ********** Begin ScriptStruct FActiveDeviceProperty *********************************************
struct Z_Construct_UScriptStruct_FActiveDeviceProperty_Statics;
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_InputDeviceSubsystem_h_57_GENERATED_BODY \
friend struct ::Z_Construct_UScriptStruct_FActiveDeviceProperty_Statics; \
ENGINE_API static class UScriptStruct* StaticStruct();
struct FActiveDeviceProperty;
// ********** End ScriptStruct FActiveDeviceProperty ***********************************************
// ********** Begin Delegate FHardwareInputDeviceChanged *******************************************
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_InputDeviceSubsystem_h_112_DELEGATE \
ENGINE_API void FHardwareInputDeviceChanged_DelegateWrapper(const FMulticastScriptDelegate& HardwareInputDeviceChanged, const FPlatformUserId UserId, const FInputDeviceId DeviceId);
// ********** End Delegate FHardwareInputDeviceChanged *********************************************
// ********** Begin Class UInputDeviceSubsystem ****************************************************
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_InputDeviceSubsystem_h_124_RPC_WRAPPERS_NO_PURE_DECLS \
DECLARE_FUNCTION(execGetInputDeviceHardwareIdentifier); \
DECLARE_FUNCTION(execGetMostRecentlyUsedInputDeviceId); \
DECLARE_FUNCTION(execGetMostRecentlyUsedHardwareDevice); \
DECLARE_FUNCTION(execRemoveAllDeviceProperties); \
DECLARE_FUNCTION(execRemoveDevicePropertyHandles); \
DECLARE_FUNCTION(execRemoveDevicePropertyByHandle); \
DECLARE_FUNCTION(execIsPropertyActive); \
DECLARE_FUNCTION(execGetActiveDeviceProperty); \
DECLARE_FUNCTION(execActivateDevicePropertyOfClass);
struct Z_Construct_UClass_UInputDeviceSubsystem_Statics;
ENGINE_API UClass* Z_Construct_UClass_UInputDeviceSubsystem_NoRegister();
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_InputDeviceSubsystem_h_124_INCLASS_NO_PURE_DECLS \
private: \
static void StaticRegisterNativesUInputDeviceSubsystem(); \
friend struct ::Z_Construct_UClass_UInputDeviceSubsystem_Statics; \
static UClass* GetPrivateStaticClass(); \
friend ENGINE_API UClass* ::Z_Construct_UClass_UInputDeviceSubsystem_NoRegister(); \
public: \
DECLARE_CLASS2(UInputDeviceSubsystem, UEngineSubsystem, COMPILED_IN_FLAGS(0), CASTCLASS_None, TEXT("/Script/Engine"), Z_Construct_UClass_UInputDeviceSubsystem_NoRegister) \
DECLARE_SERIALIZER(UInputDeviceSubsystem)
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_InputDeviceSubsystem_h_124_ENHANCED_CONSTRUCTORS \
/** Standard constructor, called after all reflected properties have been initialized */ \
ENGINE_API UInputDeviceSubsystem(); \
/** Deleted move- and copy-constructors, should never be used */ \
UInputDeviceSubsystem(UInputDeviceSubsystem&&) = delete; \
UInputDeviceSubsystem(const UInputDeviceSubsystem&) = delete; \
DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, UInputDeviceSubsystem); \
DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UInputDeviceSubsystem); \
DEFINE_DEFAULT_CONSTRUCTOR_CALL(UInputDeviceSubsystem) \
ENGINE_API virtual ~UInputDeviceSubsystem();
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_InputDeviceSubsystem_h_118_PROLOG
#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_InputDeviceSubsystem_h_124_GENERATED_BODY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
public: \
FID_Engine_Source_Runtime_Engine_Classes_GameFramework_InputDeviceSubsystem_h_124_RPC_WRAPPERS_NO_PURE_DECLS \
FID_Engine_Source_Runtime_Engine_Classes_GameFramework_InputDeviceSubsystem_h_124_INCLASS_NO_PURE_DECLS \
FID_Engine_Source_Runtime_Engine_Classes_GameFramework_InputDeviceSubsystem_h_124_ENHANCED_CONSTRUCTORS \
private: \
PRAGMA_ENABLE_DEPRECATION_WARNINGS
class UInputDeviceSubsystem;
// ********** End Class UInputDeviceSubsystem ******************************************************
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_GameFramework_InputDeviceSubsystem_h
PRAGMA_ENABLE_DEPRECATION_WARNINGS