// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Modules/ModuleInterface.h" #include "Modules/ModuleManager.h" class IDisplayClusterDetailsDrawerSingleton; /** * Display Cluster Details module interface */ class IDisplayClusterDetails : public IModuleInterface { public: static constexpr const TCHAR* ModuleName = TEXT("DisplayClusterDetails"); public: virtual ~IDisplayClusterDetails() = 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 IDisplayClusterDetails& Get() { return FModuleManager::GetModuleChecked(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); } /** Gets the singleton used to manage the details drawer */ virtual IDisplayClusterDetailsDrawerSingleton& GetDetailsDrawerSingleton() const = 0; };