Files
UnrealEngineUWP/Engine/Source/Developer/CollectionManager/Public/CollectionManagerModule.h
ryan durand 471d972e62 Updating copyright for Engine Developer.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870584 by ryan durand in Main branch]
2019-12-26 15:32:37 -05:00

54 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
#include "Modules/ModuleManager.h"
class ICollectionManager;
class FCollectionManagerModule : public IModuleInterface
{
public:
virtual void StartupModule();
virtual void ShutdownModule();
virtual ICollectionManager& Get() const;
/**
* 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 FCollectionManagerModule& GetModule()
{
static const FName CollectionManagerModuleName("CollectionManager");
FCollectionManagerModule* Module = FModuleManager::GetModulePtr<FCollectionManagerModule>(CollectionManagerModuleName);
if (Module == nullptr)
{
return FModuleManager::LoadModuleChecked<FCollectionManagerModule>(CollectionManagerModuleName);
}
else
{
return *Module;
}
}
/**
* 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 IsModuleAvailable()
{
static const FName CollectionManagerModuleName("CollectionManager");
return FModuleManager::Get().IsModuleLoaded(CollectionManagerModuleName);
}
private:
ICollectionManager* CollectionManager;
class FCollectionManagerConsoleCommands* ConsoleCommands;
};