/* Copyright (c) 2017, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation * and any modifications thereto. Any use, reproduction, disclosure or * distribution of this software and related documentation without an express * license agreement from NVIDIA CORPORATION is strictly prohibited. */ #pragma once #include "NVIDIAGfeSDKPublicPCH.h" class INVIDIAGfeSDK : public IModuleInterface { public: /** * 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 INVIDIAGfeSDK& Get() { return FModuleManager::LoadModuleChecked("NVIDIAGfeSDK"); } /** * 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 IsAvailable() { return FModuleManager::Get().IsModuleLoaded("NVIDIAGfeSDK"); } // Controls the log level of GfeSDK's internal logfile virtual GfeSDK::NVGSDK_RetCode SetFileLogLevel(ELogVerbosity::Type Level) = 0; // Controls the log level of logs that GfeSDK sends to the unreal logfile virtual GfeSDK::NVGSDK_RetCode SetUnrealLogLevel(ELogVerbosity::Type Level) = 0; virtual EGfeSDKReturnCode Create(FGfeSDKCreateInputParams const& InputParams, FGfeSDKCreateResponse& Response) = 0; virtual void Release() = 0; virtual FGfeSDKCore* Core() = 0; virtual FGfeSDKHighlights* Highlights() = 0; FGfeSDKOnPermissionsChanged PermissionsChangedDelegate; };