// 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