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