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/* 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<INVIDIAGfeSDK>("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;
};