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UnrealEngine/Engine/Plugins/Runtime/nDisplay/Source/DisplayClusterDetails/Public/IDisplayClusterDetails.h
2025-05-18 13:04:45 +08:00

45 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
#include "Modules/ModuleManager.h"
class IDisplayClusterDetailsDrawerSingleton;
/**
* Display Cluster Details module interface
*/
class IDisplayClusterDetails : public IModuleInterface
{
public:
static constexpr const TCHAR* ModuleName = TEXT("DisplayClusterDetails");
public:
virtual ~IDisplayClusterDetails() = 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 IDisplayClusterDetails& Get()
{
return FModuleManager::GetModuleChecked<IDisplayClusterDetails>(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);
}
/** Gets the singleton used to manage the details drawer */
virtual IDisplayClusterDetailsDrawerSingleton& GetDetailsDrawerSingleton() const = 0;
};