65 lines
2.0 KiB
C
65 lines
2.0 KiB
C
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// Copyright HTC Corporation. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/ActorComponent.h"
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#include "ViveCustomHandGestureUtils.h"
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#include "ViveCustomHandGestureComponent.generated.h"
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCustomHandGestureNative, FString, gesture);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCustomHandGestureBp, FString, gesture);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDualGestureNative, FString, gesture);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FDualGestureBp, FString, gesture);
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UCLASS( ClassGroup=(Vive), meta=(BlueprintSpawnableComponent) )
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class VIVECUSTOMHANDGESTURE_API UViveCustomGestureComponent : public UActorComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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UViveCustomGestureComponent();
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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public:
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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public:
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#pragma region
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/// Single Hand
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static FCustomHandGestureNative OnCustomHandGestureNative_Left;
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static FCustomHandGestureNative OnCustomHandGestureNative_Right;
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UFUNCTION()
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void OnCustomHandGestureHandling_Left(FString gesture);
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UFUNCTION()
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void OnCustomHandGestureHandling_Right(FString gesture);
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UPROPERTY(BlueprintAssignable, Category = "Vive|CustomHandGesture")
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FCustomHandGestureBp OnCustomHandGestureChanged_Left;
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UPROPERTY(BlueprintAssignable, Category = "Vive|CustomHandGesture")
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FCustomHandGestureBp OnCustomHandGestureChanged_Right;
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/// Dual Hand
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static FDualGestureNative OnCustomHandGestureNative_Dual;
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UFUNCTION()
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void OnDualGestureHandling(FString gesture);
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UPROPERTY(BlueprintAssignable, Category = "Vive|CustomHandGesture")
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FDualGestureBp OnCustomHandGestureChange_DualHand;
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#pragma endregion Custom Gesture
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};
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