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UnrealEngine/Engine/Source/Runtime/Portal/LauncherCheck/Public/ILauncherCheckModule.h
2025-05-18 13:04:45 +08:00

65 lines
1.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Logging/LogMacros.h"
#include "Modules/ModuleInterface.h"
#include "Modules/ModuleManager.h"
/** Log categories */
DECLARE_LOG_CATEGORY_EXTERN(LogLauncherCheck, Display, All);
/** Launch options when starting the Launcher */
enum class ELauncherAction : uint32
{
/** Launch the App after the launcher is started */
AppLaunch,
/** Check for an available update to the App after the launcher is started */
AppUpdateCheck,
/** Modify the Apps installation - app has to support SD and be installed */
AppInstaller,
/** Notify the launcher that installation corruption was detected and that it should verify */
AppVerifyInstallation
};
/**
* Interface for the Launcher checking system
*/
class ILauncherCheckModule
: 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 ILauncherCheckModule& Get()
{
return FModuleManager::LoadModuleChecked<ILauncherCheckModule>("LauncherCheck");
}
/**
* Checks to see if the current app was ran from the Launcher
*
* @return true, if it was
*/
virtual bool WasRanFromLauncher() const = 0;
/**
* Opens the launcher, appending our identifier to the cmdline
*
* @param Action - The Action we want the launcher to take
* @param Payload - (Optional) additional information we want to supply to the action uri
* @return true, if it was successful
*/
virtual bool RunLauncher(ELauncherAction Action, FString Payload = FString()) const = 0;
public:
/** Virtual destructor. */
virtual ~ILauncherCheckModule() { }
};