75 lines
2.6 KiB
C++
75 lines
2.6 KiB
C++
/*
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* Copyright (c) 2022 - 2024 NVIDIA CORPORATION & AFFILIATES. All rights reserved.
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*
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* NVIDIA CORPORATION, its affiliates and licensors retain all intellectual
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* property and proprietary rights in and to this material, related
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* documentation and any modifications thereto. Any use, reproduction,
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* disclosure or distribution of this material and related documentation
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* without an express license agreement from NVIDIA CORPORATION or
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* its affiliates is strictly prohibited.
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*/
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#pragma once
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#include "Modules/ModuleManager.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/Object.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "StreamlineLibrary.h"
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#include "StreamlineLibraryReflex.generated.h"
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#ifdef __INTELLISENSE__
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#define WITH_STREAMLINE 1
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#endif
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UENUM(BlueprintType)
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enum class UStreamlineReflexMode : uint8
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{
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Disabled = 0 UMETA(DisplayName = "Disabled"),
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Enabled = 1 UMETA(DisplayName = "Enabled"),
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EnabledPlusBoost = 3 UMETA(DisplayName = "Enabled + Boost")
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};
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UCLASS(MinimalAPI)
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class UStreamlineLibraryReflex : public UBlueprintFunctionLibrary
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{
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public:
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GENERATED_BODY()
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UFUNCTION(BlueprintPure, Category = "Streamline|Reflex", meta = (DisplayName = "Is NVIDIA Reflex Supported"))
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static STREAMLINEBLUEPRINT_API bool IsReflexSupported();
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UFUNCTION(BlueprintPure, Category = "Streamline|Reflex", meta = (DisplayName = "Query NVIDIA Reflex Support"))
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static STREAMLINEBLUEPRINT_API UStreamlineFeatureSupport QueryReflexSupport();
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UFUNCTION(BlueprintCallable, Category = "Streamline|Reflex", meta = (DisplayName = "Set Reflex mode"))
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static STREAMLINEBLUEPRINT_API void SetReflexMode(const UStreamlineReflexMode Mode);
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UFUNCTION(BlueprintPure, Category = "Streamline|Reflex", meta = (DisplayName = "Get Reflex mode"))
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static STREAMLINEBLUEPRINT_API UStreamlineReflexMode GetReflexMode();
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UFUNCTION(BlueprintPure, Category = "Streamline|Reflex", meta = (DisplayName = "Get default Reflex mode"))
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static STREAMLINEBLUEPRINT_API UStreamlineReflexMode GetDefaultReflexMode();
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UFUNCTION(BlueprintPure, Category = "Streamline|Reflex", meta = (DisplayName = "Get Reflex Game To Render Latency (ms)"))
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static STREAMLINEBLUEPRINT_API float GetGameToRenderLatencyInMs();
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UFUNCTION(BlueprintPure, Category = "Streamline|Reflex", meta = (DisplayName = "Get Reflex Game Latency (ms)"))
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static STREAMLINEBLUEPRINT_API float GetGameLatencyInMs();
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UFUNCTION(BlueprintPure, Category = "Streamline|Reflex", meta = (DisplayName = "Get Reflex Render Latency (ms)"))
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static STREAMLINEBLUEPRINT_API float GetRenderLatencyInMs();
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static void Startup();
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static void Shutdown();
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};
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