74 lines
1.7 KiB
C++
74 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Modules/ModuleManager.h"
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#define UE_API QOS_API
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class FQosInterface;
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/** Logging related to parties */
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QOS_API DECLARE_LOG_CATEGORY_EXTERN(LogQos, Display, All);
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/**
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* Module for QoS service utilities
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*/
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class FQosModule :
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public IModuleInterface, public FSelfRegisteringExec
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{
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public:
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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 FQosModule& Get()
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{
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return FModuleManager::LoadModuleChecked<FQosModule>("Qos");
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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("Qos");
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}
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/**
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* Get the interface singleton
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*/
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UE_API TSharedRef<FQosInterface> GetQosInterface();
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protected:
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// FSelfRegisteringExec
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UE_API virtual bool Exec_Runtime(UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar) override;
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private:
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TSharedPtr<FQosInterface> QosInterface;
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private:
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// IModuleInterface
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/**
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* Called when voice module is loaded
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* Initialize platform specific parts of template handling
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*/
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UE_API virtual void StartupModule() override;
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/**
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* Called when voice module is unloaded
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* Shutdown platform specific parts of template handling
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*/
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UE_API virtual void ShutdownModule() override;
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};
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#undef UE_API
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