87 lines
2.7 KiB
C++
87 lines
2.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Blueprints/DisplayClusterBlueprintAPIImpl.h"
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#include "Blueprints/DisplayClusterBlueprintLib.h"
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// Cluster runtime API
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EDisplayClusterOperationMode UDisplayClusterBlueprintAPIImpl::GetOperationMode() const
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{
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return UDisplayClusterBlueprintLib::GetOperationMode();
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}
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ADisplayClusterRootActor* UDisplayClusterBlueprintAPIImpl::GetRootActor() const
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{
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return UDisplayClusterBlueprintLib::GetRootActor();
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}
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// Local node runtime API
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FString UDisplayClusterBlueprintAPIImpl::GetNodeId() const
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{
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return UDisplayClusterBlueprintLib::GetNodeId();
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}
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void UDisplayClusterBlueprintAPIImpl::GetActiveNodeIds(TArray<FString>& OutNodeIds) const
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{
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UDisplayClusterBlueprintLib::GetActiveNodeIds(OutNodeIds);
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}
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int32 UDisplayClusterBlueprintAPIImpl::GetActiveNodesAmount() const
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{
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return UDisplayClusterBlueprintLib::GetActiveNodesAmount();
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}
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bool UDisplayClusterBlueprintAPIImpl::IsPrimary() const
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{
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return UDisplayClusterBlueprintLib::IsPrimary();
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}
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bool UDisplayClusterBlueprintAPIImpl::IsSecondary() const
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{
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return UDisplayClusterBlueprintLib::IsSecondary();
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}
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bool UDisplayClusterBlueprintAPIImpl::IsBackup() const
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{
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return UDisplayClusterBlueprintLib::IsBackup();
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}
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EDisplayClusterNodeRole UDisplayClusterBlueprintAPIImpl::GetClusterRole() const
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{
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return UDisplayClusterBlueprintLib::GetClusterRole();
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}
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// Cluster events API
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void UDisplayClusterBlueprintAPIImpl::AddClusterEventListener(TScriptInterface<IDisplayClusterClusterEventListener> Listener)
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{
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UDisplayClusterBlueprintLib::AddClusterEventListener(Listener);
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}
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void UDisplayClusterBlueprintAPIImpl::RemoveClusterEventListener(TScriptInterface<IDisplayClusterClusterEventListener> Listener)
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{
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UDisplayClusterBlueprintLib::RemoveClusterEventListener(Listener);
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}
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void UDisplayClusterBlueprintAPIImpl::EmitClusterEventJson(const FDisplayClusterClusterEventJson& Event, bool bPrimaryOnly)
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{
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UDisplayClusterBlueprintLib::EmitClusterEventJson(Event, bPrimaryOnly);
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}
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void UDisplayClusterBlueprintAPIImpl::EmitClusterEventBinary(const FDisplayClusterClusterEventBinary& Event, bool bPrimaryOnly)
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{
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UDisplayClusterBlueprintLib::EmitClusterEventBinary(Event, bPrimaryOnly);
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}
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void UDisplayClusterBlueprintAPIImpl::SendClusterEventJsonTo(const FString& Address, const int32 Port, const FDisplayClusterClusterEventJson& Event, bool bPrimaryOnly)
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{
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UDisplayClusterBlueprintLib::SendClusterEventJsonTo(Address, Port, Event, bPrimaryOnly);
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}
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void UDisplayClusterBlueprintAPIImpl::SendClusterEventBinaryTo(const FString& Address, const int32 Port, const FDisplayClusterClusterEventBinary& Event, bool bPrimaryOnly)
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{
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UDisplayClusterBlueprintLib::SendClusterEventBinaryTo(Address, Port, Event, bPrimaryOnly);
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}
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