38 lines
1.4 KiB
C++
38 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "IDisplayClusterConfiguration.h"
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class UDisplayClusterConfigurationData;
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/**
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* Display Cluster configuration module
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*/
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class FDisplayClusterConfigurationModule :
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public IDisplayClusterConfiguration
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{
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public:
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//////////////////////////////////////////////////////////////////////////////////////////////
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// IModuleInterface
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//////////////////////////////////////////////////////////////////////////////////////////////
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virtual void StartupModule() override;
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public:
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//////////////////////////////////////////////////////////////////////////////////////////////
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// IDisplayClusterConfiguration
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//////////////////////////////////////////////////////////////////////////////////////////////
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virtual void SetIsSnapshotTransacting(bool bIsSnapshot) override;
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virtual bool IsTransactingSnapshot() const override;
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virtual EDisplayClusterConfigurationVersion GetConfigVersion(const FString& FilePath) override;
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virtual UDisplayClusterConfigurationData* LoadConfig(const FString& FilePath, UObject* Owner = nullptr) override;
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virtual bool SaveConfig(const UDisplayClusterConfigurationData* Config, const FString& FilePath) override;
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virtual bool ConfigAsString(const UDisplayClusterConfigurationData* Config, FString& OutString) const override;
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private:
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/** Snapshot state */
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bool bIsSnapshot = false;
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};
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