65 lines
1.5 KiB
C++
65 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "DisplayClusterEnums.h"
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class UDisplayClusterConfigurationData;
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/**
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* Private manager interface
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*/
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class IPDisplayClusterManager
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{
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public:
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virtual ~IPDisplayClusterManager() = default;
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public:
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// Called at start to initialize internals
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virtual bool Init(EDisplayClusterOperationMode OperationMode)
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{ return true; }
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// Called before application/Editor exit to release internals
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virtual void Release()
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{ }
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// Called on each session start before first level start (before the first tick)
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virtual bool StartSession(UDisplayClusterConfigurationData* InConfigData, const FString& InNodeId)
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{ return true; }
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// Called on each session end at early step before exit (before UGameEngine::Preexit)
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virtual void EndSession()
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{ }
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// Called each time a new game level starts
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virtual bool StartScene(UWorld* InWorld)
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{ return true; }
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// Called when current level is going to be closed (i.e. when loading new map)
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virtual void EndScene()
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{ }
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// Called before start every frame
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virtual void StartFrame(uint64 FrameNum)
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{ }
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// Called before start every frame
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virtual void EndFrame(uint64 FrameNum)
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{ }
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// Called every frame before world Tick
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virtual void PreTick(float DeltaSeconds)
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{ }
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// Called every frame during world Tick
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virtual void Tick(float DeltaSeconds)
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{ }
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// Called every frame during world Tick
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virtual void PostTick(float DeltaSeconds)
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{ }
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};
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