Files
UnrealEngine/Engine/Source/Runtime/TimeManagement/Public/ITimeManagementModule.h
2025-05-18 13:04:45 +08:00

47 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
#include "Modules/ModuleManager.h"
#include "Widgets/SFrameRatePicker.h"
#define TIMEMANAGEMENT_MODULE_NAME TEXT("TimeManagement")
DECLARE_LOG_CATEGORY_EXTERN(LogTimeManagement, Log, All);
class FTimedDataInputCollection;
class ITimeManagementModule : public IModuleInterface
{
public:
/**
* Singleton-like access to ITimeManagementModule
* @return Returns ITimeManagementModule singleton instance, loading the module on demand if needed
*/
static inline ITimeManagementModule& Get()
{
return FModuleManager::LoadModuleChecked<ITimeManagementModule>(TIMEMANAGEMENT_MODULE_NAME);
}
/**
* 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(TIMEMANAGEMENT_MODULE_NAME);
}
/** Get the collection of the ITimedDataInput and ITimedDataInputGroups. */
virtual FTimedDataInputCollection& GetTimedDataInputCollection() = 0;
/** Returns all stored common frame rates */
virtual TArrayView<const struct FCommonFrameRateInfo> GetAllCommonFrameRates() = 0;
/** Returns a widget allowing for the user to pick a specific frame rate */
virtual TSharedRef<SFrameRatePicker> CreateFrameRatePicker(SFrameRatePicker::FArguments Arguments) = 0;
};