You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
* Moved dllexport from type to methods/staticvar in all Engine runtime code. This improves compile times, memory and performance in dll builds [CL 26082269 by henrik karlsson in ue5-main branch]
45 lines
1.5 KiB
C++
45 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 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), MinimalAPI)
|
|
class ULiveLinkFramePreProcessor : public UObject
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
public:
|
|
using FWorkerSharedPtr = TSharedPtr<ILiveLinkFramePreProcessorWorker, ESPMode::ThreadSafe>;
|
|
|
|
LIVELINKINTERFACE_API virtual TSubclassOf<ULiveLinkRole> GetRole() const PURE_VIRTUAL(ULiveLinkFramePreProcessor::GetFromRole, return TSubclassOf<ULiveLinkRole>(););
|
|
LIVELINKINTERFACE_API virtual FWorkerSharedPtr FetchWorker() PURE_VIRTUAL(ULiveLinkFramePreProcessor::FetchWorker, return FWorkerSharedPtr(););
|
|
};
|