// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Modules/ModuleInterface.h" #include "Modules/ModuleManager.h" #include "DisplayClusterConfigurationVersion.h" class UDisplayClusterConfigurationData; /** * Display Cluster configuration module interface */ class IDisplayClusterConfiguration : public IModuleInterface { public: static constexpr const TCHAR* ModuleName = TEXT("DisplayClusterConfiguration"); public: virtual ~IDisplayClusterConfiguration() = default; 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 IDisplayClusterConfiguration& Get() { return FModuleManager::GetModuleChecked(IDisplayClusterConfiguration::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(IDisplayClusterConfiguration::ModuleName); } public: /** * Sets the transaction flags so that we don't necessarily re-run the construction scripts all the time. */ virtual void SetIsSnapshotTransacting(bool bIsSnapshot) = 0; /** * Gets the current transaction snapshot status. */ virtual bool IsTransactingSnapshot() const = 0; /** * Returns version of a specified config file * * @param FilePath - Config file path * * @return Config version if succeeded, otherwise nulltpr */ virtual EDisplayClusterConfigurationVersion GetConfigVersion(const FString& FilePath) = 0; /** * Load configuration data from specified file * * @param FilePath - Config file path * @param Owner - UObject owner for the configuration data object * * @return Configuration data if succeeded, otherwise nulltpr */ virtual UDisplayClusterConfigurationData* LoadConfig(const FString& FilePath, UObject* Owner = nullptr) = 0; /** * Save configuration data to a specified file * * @param Config - Configuration data * @param FilePath - File to save * * @return true if succeeded */ virtual bool SaveConfig(const UDisplayClusterConfigurationData* Config, const FString& FilePath) = 0; /** * Converts configuration data to string * * @param Config - Configuration data * @param OutString - String to contain the configuration data * * @return true if succeeded */ virtual bool ConfigAsString(const UDisplayClusterConfigurationData* Config, FString& OutString) const = 0; };