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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "EnhancedPlayerInput.h"
#include "LyraPlayerInput.generated.h"
/**
* Custom player input class for Lyra. This extends the functionality of Enhanced Input to also include
* some input latency tracking on key press.
*
* Extend this class if you have any special logic which you may want to run relating to when keys are pressed
* or when input is flushed.
*/
UCLASS(config = Input, transient)
class ULyraPlayerInput : public UEnhancedPlayerInput
{
GENERATED_BODY()
public:
ULyraPlayerInput();
virtual ~ULyraPlayerInput() override;
protected:
//~ Begin UEnhancedPlayerInput Interface
virtual bool InputKey(const FInputKeyEventArgs& Params) override;
//~ End of UEnhancedPlayerInput interface
void ProcessInputEventForLatencyMarker(const FInputKeyEventArgs& Params);
void BindToLatencyMarkerSettingChange();
void UnbindLatencyMarkerSettingChangeListener();
void HandleLatencyMarkerSettingChanged();
bool bShouldTriggerLatencyFlash = false;
};