109 lines
3.1 KiB
C++
109 lines
3.1 KiB
C++
// Copyright 2022 Convai Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Modules/ModuleManager.h"
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#include "Public/ConvaiDefinitions.h"
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#include "Convai.generated.h"
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UCLASS(config = Engine, defaultconfig)
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class CONVAI_API UConvaiSettings : public UObject
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{
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GENERATED_BODY()
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public:
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UConvaiSettings(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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API_Key = "";
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EnableNewActionSystem = false;
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}
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/* API Key Issued from the website */
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UPROPERTY(Config, EditAnywhere, Category = "Convai API")
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FString API_Key;
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/* Enable new actions system */
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UPROPERTY(Config, EditAnywhere, Category = "Convai API", meta = (DisplayName = "Enable New Action System (Experimental)"))
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bool EnableNewActionSystem;
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/* Authentication token used for Convai Connect */
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UPROPERTY(Config, EditAnywhere, AdvancedDisplay, Category = "Convai API")
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FString AuthToken;
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/* Custom Server URL (Used for debugging) */
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UPROPERTY(Config, EditAnywhere, AdvancedDisplay, Category = "Convai API")
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FString CustomURL;
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/* Custom Beta API URL (Used for debugging) */
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UPROPERTY(Config, EditAnywhere, AdvancedDisplay, Category = "Convai API")
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FString CustomBetaURL;
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/* Custom Production API URL (Used for debugging) */
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UPROPERTY(Config, EditAnywhere, AdvancedDisplay, Category = "Convai API")
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FString CustomProdURL;
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/* Test Character ID (Used for debugging) */
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UPROPERTY(Config, EditAnywhere, AdvancedDisplay, Category = "Convai API")
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FString TestCharacterID;
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UPROPERTY(Config, EditAnywhere, AdvancedDisplay, Category = "Convai API")
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bool AllowInsecureConnection;
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/* Use both hardcoded and system SSL certificates on Windows */
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UPROPERTY(Config, EditAnywhere, AdvancedDisplay, Category = "Convai API")
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bool UseSystemCertificates;
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/* Extra Parameters (Used for debugging) */
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UPROPERTY(Config, EditAnywhere, AdvancedDisplay, Category = "Convai API")
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FString ExtraParams;
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UPROPERTY(Config, VisibleAnywhere, Category = "Long Term Memory")
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TArray<FConvaiSpeakerInfo> SpeakerIDs;
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};
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class CONVAI_API Convai : public IModuleInterface
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{
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public:
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/** IModuleInterface implementation */
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void StartupModule();
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void ShutdownModule();
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/**
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* Singleton-like access to this module's interface. This is just for convenience!
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* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
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*
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* @return Returns singleton instance, loading the module on demand if needed
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*/
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static inline Convai& Get()
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{
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return FModuleManager::LoadModuleChecked<Convai>("Convai");
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}
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/**
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* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
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*
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* @return True if the module is loaded and ready to use
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*/
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static inline bool IsAvailable()
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{
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return FModuleManager::Get().IsModuleLoaded("Convai");
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}
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virtual bool IsGameModule() const override
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{
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return true;
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}
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/** Getter for internal settings object to support runtime configuration changes */
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UConvaiSettings* GetConvaiSettings() const;
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protected:
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/** Module settings */
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UConvaiSettings* ConvaiSettings;
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};
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