Files
UnrealEngineUWP/Engine/Source/Developer/TraceAnalysis/Private/Analysis/StreamReader.h
Martin Ridgers be972be826 Moved the Trace namespace into the UE namespace.
#rb jb
#rnx

[CL 14762673 by Martin Ridgers in ue5-main branch]
2020-11-17 06:54:28 -04:00

72 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreTypes.h"
namespace UE {
namespace Trace {
////////////////////////////////////////////////////////////////////////////////
class FStreamReader
{
public:
~FStreamReader();
template <typename Type>
Type const* GetPointer();
const uint8* GetPointer(uint32 Size);
void Advance(uint32 Size);
bool IsEmpty() const;
struct FMark* SaveMark() const;
void RestoreMark(struct FMark* Mark);
protected:
uint8* Buffer = nullptr;
uint32 DemandHint = 0;
uint32 Cursor = 0;
uint32 End = 0;
};
////////////////////////////////////////////////////////////////////////////////
template <typename Type>
Type const* FStreamReader::GetPointer()
{
return (Type const*)GetPointer(sizeof(Type));
}
////////////////////////////////////////////////////////////////////////////////
class FStreamBuffer
: public FStreamReader
{
public:
template <typename Lambda>
int32 Fill(Lambda&& Source);
void Append(const uint8* Data, uint32 Size);
uint8* Append(uint32 Size);
protected:
void Consolidate();
uint32 BufferSize = 0;
};
////////////////////////////////////////////////////////////////////////////////
template <typename Lambda>
inline int32 FStreamBuffer::Fill(Lambda&& Source)
{
Consolidate();
uint8* Dest = Buffer + End;
int32 ReadSize = Source(Dest, BufferSize - End);
if (ReadSize > 0)
{
End += ReadSize;
}
return ReadSize;
}
} // namespace Trace
} // namespace UE