Files
UnrealEngineUWP/Engine/Plugins/Runtime/nDisplay/Source/DisplayClusterConfiguration/Private/DisplayClusterConfigurationModule.h
aurel cordonnier dc4bf61540 Merge from Release-Engine-Staging @ 17030559 to Release-Engine-Test
This represents UE4/Main @ 17030256 and Dev-PerfTest @ 17030553

[CL 17031509 by aurel cordonnier in ue5-release-engine-test branch]
2021-08-03 11:56:47 -04:00

38 lines
1.4 KiB
C++

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