42 lines
1.3 KiB
C++
42 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "PixelStreamingInputMessage.h"
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#include "PixelStreamingInputEnums.h"
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uint8 FPixelStreamingInputMessage::CurrentId = 0;
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FPixelStreamingInputMessage::FPixelStreamingInputMessage()
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: Id(++CurrentId)
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, Structure({})
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{
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}
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FPixelStreamingInputMessage::FPixelStreamingInputMessage(uint8 InId)
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: Id(InId)
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, Structure({})
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{
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// We set id to 255 for the Protocol message type.
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// We don't want to set the CurrentId to this value otherwise we will have no room for custom messages
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if (InId > CurrentId && InId != 255)
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{
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CurrentId = InId; // Ensure that any new message id starts after the highest specified Id
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}
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}
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FPixelStreamingInputMessage::FPixelStreamingInputMessage(TArray<EPixelStreamingMessageTypes> InStructure)
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: Id(++CurrentId)
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, Structure(InStructure)
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{
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}
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FPixelStreamingInputMessage::FPixelStreamingInputMessage(uint8 InId, TArray<EPixelStreamingMessageTypes> InStructure)
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: Id(InId)
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, Structure(InStructure)
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{
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// We set id to 255 for the Protocol message type.
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// We don't want to set the CurrentId to this value otherwise we will have no room for custom messages
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if (InId > CurrentId && InId != 255)
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{
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CurrentId = InId; // Ensure that any new message id starts after the highest specified Id
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}
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} |