Files
UnrealEngineUWP/Engine/Source/Runtime/LiveLinkInterface/Public/LiveLinkFramePreProcessor.h
ryan durand 0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00

44 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "LiveLinkRole.h"
#include "LiveLinkTypes.h"
#include "Templates/SubclassOf.h"
#include "LiveLinkFramePreProcessor.generated.h"
/**
* Basic object to apply preprocessing to a live link frame.
* Inherit from it to add specific operations / options for a certain type of data
* @note It can be called from any thread
*/
class LIVELINKINTERFACE_API ILiveLinkFramePreProcessorWorker
{
public:
virtual TSubclassOf<ULiveLinkRole> GetRole() const = 0;
virtual bool PreProcessFrame(FLiveLinkFrameDataStruct& InOutFrame) const = 0;
};
/**
* Basic object to apply preprocessing to a live link frame.
* Inherit from it to add specific operations / options for a certain type of data
* @note It can only be used on the Game Thread. See ILiveLinkFramePreProcessorWorker for the any thread implementation.
*/
UCLASS(Abstract, Blueprintable, editinlinenew, ClassGroup = (LiveLink))
class LIVELINKINTERFACE_API ULiveLinkFramePreProcessor : public UObject
{
GENERATED_BODY()
public:
using FWorkerSharedPtr = TSharedPtr<ILiveLinkFramePreProcessorWorker, ESPMode::ThreadSafe>;
virtual TSubclassOf<ULiveLinkRole> GetRole() const PURE_VIRTUAL(ULiveLinkFramePreProcessor::GetFromRole, return TSubclassOf<ULiveLinkRole>(););
virtual FWorkerSharedPtr FetchWorker() PURE_VIRTUAL(ULiveLinkFramePreProcessor::FetchWorker, return FWorkerSharedPtr(););
};