Files
UnrealEngineUWP/Engine/Source/Editor/Experimental/RemoteExecution/Private/RemoteExecutionModule.h
bryan sefcik 0837230669 Ran IWYU again on half of the Engine/Source/Editor/... source files.
#jira

[CL 21716414 by bryan sefcik in ue5-main branch]
2022-08-30 23:03:03 -04:00

46 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "DefaultRemoteExecutor.h"
#include "IRemoteExecutionModule.h"
#include "Logging/LogMacros.h"
#include "UObject/NameTypes.h"
class IModularFeature;
namespace UE::RemoteExecution { class IRemoteExecutor; }
REMOTEEXECUTION_API DECLARE_LOG_CATEGORY_EXTERN(LogRemoteExecution, Display, All);
namespace UE::RemoteExecution
{
class FRemoteExecutionModule : public IRemoteExecutionModule
{
public:
/** Default constructor. */
FRemoteExecutionModule();
// IModuleInterface interface
virtual void StartupModule() override;
virtual void ShutdownModule() override;
// IRemoteExecutionModule interface
virtual bool CanRemoteExecute() const override;
virtual IRemoteExecutor& GetRemoteExecutor() const override;
virtual void SetRemoteExecutor(const FName& InName);
private:
/** Handle when one of the modular features we are interested in is registered */
void HandleModularFeatureRegistered(const FName& Type, IModularFeature* ModularFeature);
/** Handle when one of the modular features we are interested in is unregistered */
void HandleModularFeatureUnregistered(const FName& Type, IModularFeature* ModularFeature);
FDefaultRemoteExecutor DefaultExecutor;
IRemoteExecutor* CurrentExecutor;
};
}