Files
Plugin/Source/SenseGloveAndroid/Public/SGAndroid/SGAndroidPermissions.h
T

82 lines
2.3 KiB
C++

/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2026 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
*
*/
#pragma once
#include "Containers/Array.h"
#include "Containers/UnrealString.h"
#include "Subsystems/EngineSubsystem.h"
#include "Templates/Function.h"
#include "Templates/SharedPointer.h"
#include "UObject/ObjectMacros.h"
#include "SGAndroidPermissions.generated.h"
UCLASS()
class SENSEGLOVEANDROID_API USGAndroidPermissions : public UEngineSubsystem
{
GENERATED_BODY()
public:
static USGAndroidPermissions* GetInstance();
private:
struct FImpl;
struct FImplDeleter
{
void operator()(const FImpl* P) const;
};
TUniquePtr<FImpl, FImplDeleter> Pimpl;
FImplDeleter PimplDeleter;
private:
USGAndroidPermissions();
public:
void Request(
const TFunction<void(const TArray<FString>&, const TArray<bool>&)>& PermissionsGrantedCallback);
private:
void OnPermissionsGranted(
const TArray<FString>& Permissions, const TArray<bool>& GrantResults);
public:
virtual bool ShouldCreateSubsystem(UObject* Outer) const override;
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
virtual void Deinitialize() override;
};