51 lines
1.8 KiB
C++
51 lines
1.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "AnalyticsProviderConfigurationDelegate.h"
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#include "Interfaces/IAnalyticsProviderModule.h"
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#include "Modules/ModuleManager.h"
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class IAnalyticsProvider;
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/**
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* Public implementation of IAnalyticsProviderModule
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*/
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class FAnalyticsHorde : public IAnalyticsProviderModule
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{
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//--------------------------------------------------------------------------
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// Module functionality
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//--------------------------------------------------------------------------
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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 FAnalyticsHorde& Get()
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{
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return FModuleManager::LoadModuleChecked< FAnalyticsHorde >( "AnalyticsHorde" );
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}
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//--------------------------------------------------------------------------
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// Configuration functionality
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//--------------------------------------------------------------------------
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public:
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//--------------------------------------------------------------------------
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// provider factory functions
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//--------------------------------------------------------------------------
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public:
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/**
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* IAnalyticsProviderModule interface.
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* Creates the analytics provider given a configuration delegate.
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* The keys required exactly match the field names in the Config object.
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*/
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ANALYTICSHORDE_API virtual TSharedPtr<IAnalyticsProvider> CreateAnalyticsProvider(const FAnalyticsProviderConfigurationDelegate& GetConfigValue) const override;
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private:
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ANALYTICSHORDE_API virtual void StartupModule() override;
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ANALYTICSHORDE_API virtual void ShutdownModule() override;
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};
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