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