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// Enhanced Input bindings (raw handle versions) and the touch interface check.
// The typed wrapper lives in the generated bindings' manual/input_ext.rs.
use UObjectHandle;
use crate;
use crateffi_dispatch;
/// Bind `trigger_event` (an `ETriggerEvent` value) of `action` on `actor`'s
/// Enhanced Input component to `actor`'s UFUNCTION `function` (its UE name),
/// which takes no parameters or one `FInputActionValue`: the C++
/// `EnhancedInputComponent->BindAction(Action, TriggerEvent, this, &AFoo::Function)`.
///
/// The actor must have its input component, which a pawn gets when a local
/// player possesses it: bind from `ReceiveRestarted`, as C++ binds from
/// `SetupPlayerInputComponent`.
/// Whether the platform shows touch controls: the C++
/// `SVirtualJoystick::ShouldDisplayTouchInterface()`, true on mobile, with
/// `bAlwaysShowTouchInterface` in the input settings, or when faked touch
/// events (`Use Mouse for Touch`) are set to display them.