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