LeviLamina
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IGameControllerManager.h
1#pragma once
2
3#include "mc/_HeaderOutputPredefine.h"
4
5// auto generated inclusion list
6#include "mc/common/SubClientId.h"
7#include "mc/deps/input/interface/ControllerRefreshState.h"
8#include "mc/deps/input/interface/GameControllerErrorType.h"
9
10// auto generated forward declare list
11// clang-format off
12class IGameController;
13// clang-format on
14
16public:
17 // virtual functions
18 // NOLINTBEGIN
19 virtual ~IGameControllerManager() = default;
20
21 virtual ::std::weak_ptr<::IGameController> getGameController(int id) = 0;
22
23 virtual ::std::vector<::std::weak_ptr<::IGameController>> getConnectedGameControllers() = 0;
24
25 virtual ::std::vector<::std::weak_ptr<::IGameController>> getGameControllersInUse() = 0;
26
27 virtual bool hasAdequateConnectedGameController() const = 0;
28
29 virtual bool hasAdequateConnectedGameControllers(uint64 const playerCount) const = 0;
30
31 virtual uint64 getMaxGameControllerButtons() const = 0;
32
33 virtual void registerConsumer(void const* token) = 0;
34
35 virtual void unregisterConsumer(void const* token) = 0;
36
37 virtual void setControllerRefreshState(::ControllerRefreshState state) = 0;
38
39 virtual ::ControllerRefreshState getControllerRefreshState() const = 0;
40
41 virtual ::GameControllerErrorType getPlatformSpecificControllerError() const = 0;
42
43 virtual void
44 setPlatformSpecificControllerErrorRetrievalFunc(::std::function<::GameControllerErrorType()>&& lambda) = 0;
45
46 virtual void resetClientControllerCount() = 0;
47
48 virtual void addClientHasAdequateConnectedController(int id, bool const isAdequate, ::SubClientId clientId) = 0;
49 // NOLINTEND
50
51public:
52 // virtual function thunks
53 // NOLINTBEGIN
54
55 // NOLINTEND
56};
Definition IGameControllerManager.h:5
Definition IGameController.h:5