// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Modules/ModuleManager.h" class IDisplayClusterLightCardExtenderModule : public IModuleInterface { public: static constexpr const TCHAR* ModuleName = TEXT("DisplayClusterLightCardExtender"); public: virtual ~IDisplayClusterLightCardExtenderModule() = default; /** * Singleton-like access to this module's interface. This is just for convenience! * Beware of calling this during the shutdown phase, though. Your module might have been unloaded already. * * @return Returns singleton instance, loading the module on demand if needed */ static inline IDisplayClusterLightCardExtenderModule& Get() { return FModuleManager::LoadModuleChecked(ModuleName); } /** * Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true. * * @return True if the module is loaded and ready to use */ static inline bool IsAvailable() { return FModuleManager::Get().IsModuleLoaded(ModuleName); } #if WITH_EDITOR DECLARE_MULTICAST_DELEGATE_OneParam(FOnSequencerTimeChanged, TWeakPtr); /** Broadcast when any sequencer has its time changed, including if one is closed */ virtual FOnSequencerTimeChanged& GetOnSequencerTimeChanged() = 0; #endif };