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* Moved dllexport from type to methods/staticvar in all Engine runtime code. This improves compile times, memory and performance in dll builds [CL 26082288 by henrik karlsson in 5.3 branch]
45 lines
1.4 KiB
C++
45 lines
1.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Modules/ModuleInterface.h"
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#include "Modules/ModuleManager.h"
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#include "Widgets/SFrameRatePicker.h"
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#define TIMEMANAGEMENT_MODULE_NAME TEXT("TimeManagement")
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class FTimedDataInputCollection;
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class ITimeManagementModule : public IModuleInterface
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{
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public:
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/**
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* Singleton-like access to ITimeManagementModule
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* @return Returns ITimeManagementModule singleton instance, loading the module on demand if needed
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*/
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static inline ITimeManagementModule& Get()
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{
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return FModuleManager::LoadModuleChecked<ITimeManagementModule>(TIMEMANAGEMENT_MODULE_NAME);
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}
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/**
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* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
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* @return True if the module is loaded and ready to use
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*/
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static inline bool IsAvailable()
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{
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return FModuleManager::Get().IsModuleLoaded(TIMEMANAGEMENT_MODULE_NAME);
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}
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/** Get the collection of the ITimedDataInput and ITimedDataInputGroups. */
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virtual FTimedDataInputCollection& GetTimedDataInputCollection() = 0;
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/** Returns all stored common frame rates */
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virtual TArrayView<const struct FCommonFrameRateInfo> GetAllCommonFrameRates() = 0;
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/** Returns a widget allowing for the user to pick a specific frame rate */
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virtual TSharedRef<SFrameRatePicker> CreateFrameRatePicker(SFrameRatePicker::FArguments Arguments) = 0;
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};
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