51 lines
1.5 KiB
C++
51 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "Modules/ModuleManager.h"
|
|
|
|
namespace UE::EditorTraceUtilities
|
|
{
|
|
enum class ETraceDestination : uint32
|
|
{
|
|
TraceStore = 0,
|
|
File = 1
|
|
};
|
|
|
|
/** The tracing settings the status bar extension manages. */
|
|
struct FStatusBarTraceSettings
|
|
{
|
|
ETraceDestination TraceDestination = ETraceDestination::TraceStore;
|
|
};
|
|
|
|
class EDITORTRACEUTILITIES_API IEditorTraceUtilitiesModule : public IModuleInterface
|
|
{
|
|
public:
|
|
|
|
/**
|
|
* 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 IEditorTraceUtilitiesModule& Get()
|
|
{
|
|
static const FName ModuleName = "EditorTraceUtilities";
|
|
return FModuleManager::LoadModuleChecked<IEditorTraceUtilitiesModule>(ModuleName);
|
|
}
|
|
|
|
/**
|
|
* Checks to see if this module is loaded and ready. It is only valid to call Get() during shutdown if IsAvailable() returns true.
|
|
*
|
|
* @return True if the module is loaded and ready to use
|
|
*/
|
|
static inline bool IsAvailable()
|
|
{
|
|
static const FName ModuleName = "EditorTraceUtilities";
|
|
return FModuleManager::Get().IsModuleLoaded(ModuleName);
|
|
}
|
|
|
|
/** Gets the tracing settings the status bar extension manages. */
|
|
virtual const FStatusBarTraceSettings& GetTraceSettings() const = 0;
|
|
};
|
|
} // namespace UE::EditorTraceUtilities
|