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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;
};
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