44 lines
1.7 KiB
C++
44 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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class UDisplayClusterConfigurationData;
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class UDisplayClusterConfigurationClusterNode;
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class UDisplayClusterConfigurationViewport;
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class FString;
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struct FDisplayClusterConfigurationPostprocess;
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struct FDisplayClusterConfigurationProjection;
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/**
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* Public config manager interface
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*/
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class IDisplayClusterConfigManager
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{
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public:
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virtual ~IDisplayClusterConfigManager() = default;
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public:
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// Returns current config data
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virtual UDisplayClusterConfigurationData* GetConfig() const = 0;
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public:
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// Returns path of the config file that is currently used
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virtual FString GetConfigPath() const = 0;
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// Returns ID of cluster node that is assigned to this application instance
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virtual FString GetLocalNodeId() const = 0;
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// Returns primary node ID
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virtual FString GetPrimaryNodeId() const = 0;
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// Returns primary node configuration data
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virtual const UDisplayClusterConfigurationClusterNode* GetPrimaryNode() const = 0;
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// Returns configuration data for cluster node that is assigned to this application instance
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virtual const UDisplayClusterConfigurationClusterNode* GetLocalNode() const = 0;
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// Returns configuration data for a specified local viewport
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virtual const UDisplayClusterConfigurationViewport* GetLocalViewport(const FString& ViewportId) const = 0;
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// Returns configuration data for a specified local postprocess operation
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virtual bool GetLocalPostprocess(const FString& PostprocessId, FDisplayClusterConfigurationPostprocess& OutPostprocess) const = 0;
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// Returns configuration data for local projection policy
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virtual bool GetLocalProjection(const FString& ViewportId, FDisplayClusterConfigurationProjection& OutProjection) const = 0;
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};
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