Files
UnrealEngine/Engine/Source/Editor/VREditor/Public/IVREditorModule.h
2025-05-18 13:04:45 +08:00

129 lines
4.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
#include "Modules/ModuleManager.h"
#include "Templates/SubclassOf.h"
class AActor;
DECLARE_MULTICAST_DELEGATE(FOnVREditingModeEnter);
DECLARE_MULTICAST_DELEGATE(FOnVREditingModeExit);
/**
* The public interface to this module
*/
class IVREditorModule : public IModuleInterface
{
public:
/** @return a multicast delegate which is executed when VR mode starts. */
virtual FOnVREditingModeEnter& OnVREditingModeEnter() = 0;
/** @return a multicast delegate which is executed when VR mode stops. */
virtual FOnVREditingModeExit& OnVREditingModeExit() = 0;
/**
* 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 IVREditorModule& Get()
{
return FModuleManager::LoadModuleChecked< IVREditorModule >( "VREditor" );
}
/**
* 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( "VREditor" );
}
/**
* Checks whether or not editor VR features are enabled
*
* @return True if VR mode is on
*/
virtual bool IsVREditorEnabled() const = 0;
/**
* Checks to see whether its possible to use VR mode in this session. Basically, this makes sure that you
* have the appropriate hardware connected
*
* @return True if EnableVREditor() can be used to activate VR mode
*/
virtual bool IsVREditorAvailable() const = 0;
/**
* Checks to see if the VR Mode button should be active or grayed out (such as during SIE)
*
* @return True if button should be active
*/
virtual bool IsVREditorButtonActive() const = 0;
/**
* Enables or disables editor VR features. Calling this to active VR will turn on the HMD and setup
* the editor UI for VR interaction.
*
* @param bEnable True to enable VR, or false to turn it off
* @param bForceWithoutHMD If set to true, will enter VR mode without switching to HMD/stereo. This can be useful for testing.
*/
virtual void EnableVREditor( const bool bEnable, const bool bForceWithoutHMD = false ) = 0;
/**
* Check if the VR Editor is currently running
*
* @return True if the VREditor is currently running
*/
// This is slated for deprecation in the next changelist (with accompanying cleanups in external code).
//UE_DEPRECATED(5.1, "Test whether GetVRModeBase returns nullptr instead. This only returns true in the case of UVREditorMode.")
virtual bool IsVREditorModeActive() = 0;
/**
* Get the current VREditor running
*
* @return The current VREditor running
*/
// This is slated for deprecation in the next changelist (with accompanying cleanups in external code).
//UE_DEPRECATED(5.1, "Use GetVRModeBase instead.")
virtual class UVREditorMode* GetVRMode() = 0;
/** @return The active UVREditorModeBase */
virtual class UVREditorModeBase* GetVRModeBase() = 0;
/**
* Update the actor preview (for example, the view from a camera attached to a pawn) in VR mode
*
* @param The new actor preview widget
*/
virtual void UpdateActorPreview(TSharedRef<class SWidget> InWidget, int32 Index, AActor *Actor = nullptr, bool bIsDetached = false) = 0;
/**
* Update any external UMG UI spawned from the radial menu
*
* @param The new widget
* @param The label to use for the UI
*/
virtual void UpdateExternalUMGUI(const struct FVREditorFloatingUICreationContext& CreationContext) = 0;
/**
* Update any external Slate UI spawned from the radial menu
*
* @param The new widget
* @param The label to use for the UI
*/
virtual void UpdateExternalSlateUI(TSharedRef<SWidget> InSlateWidget, FName Name, FVector2D InSize = FVector2D::ZeroVector) = 0;
/** Gets the radial menu extender. This can be used to add your own menu items to the VR radial menu */
virtual TSharedPtr<class FExtender> GetRadialMenuExtender() = 0;
};