71 lines
2.2 KiB
C++
71 lines
2.2 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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#include "Modules/ModuleInterface.h"
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#include "Components/SceneComponent.h"
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#include "Components/StaticMeshComponent.h"
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class IDisplayClusterProjectionPolicyFactory;
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class IDisplayClusterProjection : public IModuleInterface
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{
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public:
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static constexpr const TCHAR* ModuleName = TEXT("DisplayClusterProjection");
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public:
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virtual ~IDisplayClusterProjection() = default;
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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 IDisplayClusterProjection& Get()
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{
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return FModuleManager::LoadModuleChecked<IDisplayClusterProjection>(IDisplayClusterProjection::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(IDisplayClusterProjection::ModuleName);
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}
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/**
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* Returns supported projection types
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*
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* @param OutProjectionTypes - (out) Array of supported projection types
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*/
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virtual void GetSupportedProjectionTypes(TArray<FString>& OutProjectionTypes) = 0;
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/**
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* Returns specified projection factory
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*
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* @param InProjectionType - Projection type
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*
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* @return - Projection policy factory of requested type, null if not available
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*/
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virtual TSharedPtr<IDisplayClusterProjectionPolicyFactory> GetProjectionFactory(const FString& InProjectionType) = 0;
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/**
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* Set camera policy camera
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*
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*/
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virtual bool CameraPolicySetCamera(const TSharedPtr<class IDisplayClusterProjectionPolicy, ESPMode::ThreadSafe>& InPolicy, class UCameraComponent* const NewCamera, const struct FDisplayClusterProjectionCameraPolicySettings& CameraSettings) = 0;
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/**
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* Get camera policy camera
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*/
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virtual class UCameraComponent* CameraPolicyGetCameraComponent(const TSharedPtr<IDisplayClusterProjectionPolicy, ESPMode::ThreadSafe>& InPolicy) = 0;
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};
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