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2025-05-18 13:04:45 +08:00

42 lines
1.3 KiB
C++

// 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<IDisplayClusterLightCardExtenderModule>(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<class ISequencer>);
/** Broadcast when any sequencer has its time changed, including if one is closed */
virtual FOnSequencerTimeChanged& GetOnSequencerTimeChanged() = 0;
#endif
};