// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Modules/ModuleManager.h" #include "Modules/ModuleInterface.h" #include "Components/SceneComponent.h" #include "Components/StaticMeshComponent.h" class IDisplayClusterProjectionPolicyFactory; class IDisplayClusterProjection : public IModuleInterface { public: static constexpr const TCHAR* ModuleName = TEXT("DisplayClusterProjection"); public: virtual ~IDisplayClusterProjection() = 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 IDisplayClusterProjection& Get() { return FModuleManager::LoadModuleChecked(IDisplayClusterProjection::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(IDisplayClusterProjection::ModuleName); } /** * Returns supported projection types * * @param OutProjectionTypes - (out) Array of supported projection types */ virtual void GetSupportedProjectionTypes(TArray& OutProjectionTypes) = 0; /** * Returns specified projection factory * * @param InProjectionType - Projection type * * @return - Projection policy factory of requested type, null if not available */ virtual TSharedPtr GetProjectionFactory(const FString& InProjectionType) = 0; /** * Set camera policy camera * */ virtual bool CameraPolicySetCamera(const TSharedPtr& InPolicy, class UCameraComponent* const NewCamera, const struct FDisplayClusterProjectionCameraPolicySettings& CameraSettings) = 0; /** * Get camera policy camera */ virtual class UCameraComponent* CameraPolicyGetCameraComponent(const TSharedPtr& InPolicy) = 0; };