// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Modules/ModuleManager.h" #include "Modules/ModuleInterface.h" #include "DisplayClusterEnums.h" class IDisplayClusterRenderManager; class IDisplayClusterClusterManager; class IDisplayClusterInputManager; class IDisplayClusterConfigManager; class IDisplayClusterGameManager; /** * Public module interface */ class IDisplayCluster : public IModuleInterface { public: static constexpr auto ModuleName = TEXT("DisplayCluster"); virtual ~IDisplayCluster() = 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 IDisplayCluster& Get() { //return FModuleManager::LoadModuleChecked(IDisplayCluster::ModuleName); return FModuleManager::GetModuleChecked(IDisplayCluster::ModuleName); } /** * 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(IDisplayCluster::ModuleName); } /** * Checks if the module has been initialized. * * @return Is initialized */ virtual bool IsModuleInitialized() const = 0; /** * Returns current operation mode. * * @return Display Cluster operation mode */ virtual EDisplayClusterOperationMode GetOperationMode() const = 0; /** * Access to the device manager. * * @return Current device manager or nullptr */ virtual IDisplayClusterRenderManager* GetRenderMgr() const = 0; /** * Access to the cluster manager. * * @return Current cluster manager or nullptr */ virtual IDisplayClusterClusterManager* GetClusterMgr() const = 0; /** * Access to the input manager. * * @return Current cluster manager or nullptr */ virtual IDisplayClusterInputManager* GetInputMgr() const = 0; /** * Access to the config manager. * * @return Current config manager or nullptr */ virtual IDisplayClusterConfigManager* GetConfigMgr() const = 0; /** * Access to the game manager. * * @return Current game manager or nullptr */ virtual IDisplayClusterGameManager* GetGameMgr() const = 0; /** Called on session start **/ DECLARE_EVENT(IDisplayCluster, FDisplayClusterStartSessionEvent); virtual FDisplayClusterStartSessionEvent& OnDisplayClusterStartSession() = 0; /** Called on session end **/ DECLARE_EVENT(IDisplayCluster, FDisplayClusterEndSessionEvent); virtual FDisplayClusterEndSessionEvent& OnDisplayClusterEndSession() = 0; /** Called on DisplayCluster StartFrame **/ DECLARE_EVENT_OneParam(IDisplayCluster, FDisplayClusterStartFrameEvent, uint64); virtual FDisplayClusterStartFrameEvent& OnDisplayClusterStartFrame() = 0; /** Called on DisplayCluster EndFrame **/ DECLARE_EVENT_OneParam(IDisplayCluster, FDisplayClusterEndFrameEvent, uint64); virtual FDisplayClusterEndFrameEvent& OnDisplayClusterEndFrame() = 0; /** Called on DisplayCluster PreTick **/ DECLARE_EVENT(IDisplayCluster, FDisplayClusterPreTickEvent); virtual FDisplayClusterPreTickEvent& OnDisplayClusterPreTick() = 0; /** Called on DisplayCluster Tick **/ DECLARE_EVENT(IDisplayCluster, FDisplayClusterTickEvent); virtual FDisplayClusterTickEvent& OnDisplayClusterTick() = 0; /** Called on DisplayCluster PostTick **/ DECLARE_EVENT(IDisplayCluster, FDisplayClusterPostTickEvent); virtual FDisplayClusterPostTickEvent& OnDisplayClusterPostTick() = 0; };