// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Modules/ModuleManager.h" namespace UE::EditorTraceUtilities { enum class ETraceDestination : uint32 { TraceStore = 0, File = 1 }; /** The tracing settings the status bar extension manages. */ struct FStatusBarTraceSettings { ETraceDestination TraceDestination = ETraceDestination::TraceStore; }; class EDITORTRACEUTILITIES_API IEditorTraceUtilitiesModule : public IModuleInterface { public: /** * 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 IEditorTraceUtilitiesModule& Get() { static const FName ModuleName = "EditorTraceUtilities"; return FModuleManager::LoadModuleChecked(ModuleName); } /** * Checks to see if this module is loaded and ready. It is only valid to call Get() during shutdown if IsAvailable() returns true. * * @return True if the module is loaded and ready to use */ static inline bool IsAvailable() { static const FName ModuleName = "EditorTraceUtilities"; return FModuleManager::Get().IsModuleLoaded(ModuleName); } /** Gets the tracing settings the status bar extension manages. */ virtual const FStatusBarTraceSettings& GetTraceSettings() const = 0; }; } // namespace UE::EditorTraceUtilities