Files
UnrealEngine/Engine/Source/Runtime/MovieScene/Private/EntitySystem/IMovieSceneTaskScheduler.cpp
2025-05-18 13:04:45 +08:00

39 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "EntitySystem/IMovieSceneTaskScheduler.h"
#include "EntitySystem/MovieSceneTaskScheduler.h"
namespace UE::MovieScene
{
FTaskID IEntitySystemScheduler::AddNullTask()
{
return static_cast<FEntitySystemScheduler*>(this)->AddNullTask();
}
FTaskID IEntitySystemScheduler::AddTask(const FTaskParams& InParams, TSharedPtr<ITaskContext> InTaskContext, TaskFunctionPtr InTaskFunction)
{
return static_cast<FEntitySystemScheduler*>(this)->AddTask(InParams, InTaskContext, InTaskFunction);
}
FTaskID IEntitySystemScheduler::CreateForkedAllocationTask(const FTaskParams& InParams, TSharedPtr<ITaskContext> InTaskContext, TaskFunctionPtr InTaskFunction, TFunctionRef<void(FEntityAllocationIteratorItem,TArray<FPreLockedDataPtr>&)> InPreLockFunc, const FEntityComponentFilter& Filter, const FComponentMask& ReadDeps, const FComponentMask& WriteDeps)
{
return static_cast<FEntitySystemScheduler*>(this)->CreateForkedAllocationTask(InParams, InTaskContext, InTaskFunction, InPreLockFunc, Filter, ReadDeps, WriteDeps);
}
void IEntitySystemScheduler::AddPrerequisite(FTaskID Prerequisite, FTaskID Subsequent)
{
return static_cast<FEntitySystemScheduler*>(this)->AddPrerequisite(Prerequisite, Subsequent);
}
void IEntitySystemScheduler::AddChildBack(FTaskID Parent, FTaskID Child)
{
return static_cast<FEntitySystemScheduler*>(this)->AddChildBack(Parent, Child);
}
void IEntitySystemScheduler::AddChildFront(FTaskID Parent, FTaskID Child)
{
return static_cast<FEntitySystemScheduler*>(this)->AddChildFront(Parent, Child);
}
} // namespace UE::MovieScene