Files
UnrealEngine/Engine/Plugins/TraceUtilities/Source/EditorTraceUtilities/Public/IEditorTraceUtilitiesModule.h
2025-05-18 13:04:45 +08:00

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