Files
UnrealEngineUWP/Engine/Source/Runtime/ImageWriteQueue/Public/ImageWriteStream.h
Jack Porter 079be7f538 Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)
#rb None
#jira 0

[CL 4293080 by Jack Porter in Dev-Mobile branch]
2018-08-16 13:53:43 -04:00

79 lines
2.1 KiB
C++

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Misc/CoreDefines.h"
#include "HAL/CriticalSection.h"
#include "Templates/UniquePtr.h"
#include "Containers/ArrayView.h"
#include "ImagePixelData.h"
struct FImageStreamEndpoint;
/**
* A pipe that receives image data and forwards it onto 0 or more end points, copying the buffer as few times as possible
*/
struct IMAGEWRITEQUEUE_API FImagePixelPipe
{
/**
* Push the specified pixel data onto this pipe
*
* @param InImagePixelData The data to push through this pipe
*/
void Push(TUniquePtr<FImagePixelData>&& InImagePixelData);
/**
* Add a new end point handler to this pipe.
*
* @param InEndpoint The new endpoint to add. Potentially used on any thread.
*/
void AddEndpoint(TUniquePtr<FImageStreamEndpoint>&& InEndpoint);
/**
* Add a new end point handler to this pipe as a functor.
*
* @param InHandler A handler function implemented as an anonymous functor. Potentially called on any thread.
*/
void AddEndpoint(const TFunction<void(TUniquePtr<FImagePixelData>&& )>& InHandler);
/**
* Access this pipe's current set of end points.
* Warning: Not thread-safe - should only be called where no other modification to the end points can be happening.
*/
TArrayView<const TUniquePtr<FImageStreamEndpoint>> GetEndPoints() const
{
return EndPoints;
}
private:
/** A lock to protect the end points array */
FCriticalSection EndPointLock;
/** array of endpoints to be called in order */
TArray<TUniquePtr<FImageStreamEndpoint>> EndPoints;
};
/**
* Stream end-point that receives a copy of image data from a thread
*/
struct IMAGEWRITEQUEUE_API FImageStreamEndpoint
{
virtual ~FImageStreamEndpoint(){}
/**
* Pipe the specified image data onto this end point
*
* @param InOwnedImage Image data to pass through this end point.
*/
void PipeImage(TUniquePtr<FImagePixelData>&& InOwnedImage);
private:
/**
* Implemented in derived classes to handle image data being received
*/
virtual void OnImageReceived(TUniquePtr<FImagePixelData>&& InOwnedImage) {}
};