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- #pragma once
- #include "Core.h"
- #include "Engine.h"
- #include "CoreMinimal.h"
- #include "UObject/NoExportTypes.h"
- #include "PixelFormat.h"
- #include "DynamicLoader.generated.h"
- // Forward declarations
- class UTexture2D;
- DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnImageLoadCompleted, UTexture2D*, Texture, FString, ID);
- UCLASS()
- class UImageLoader : public UObject
- {
- GENERATED_BODY()
- public:
- static UTexture2D* LoadImageFromDisk(const FString& ImagePath);
- public:
- UPROPERTY(BlueprintAssignable, Category = ImageLoader, meta = (AllowPrivateAccess = true))
- FOnImageLoadCompleted LoadCompleted;
- /** This accessor function allows C++ code to bind to the event. */
- //FOnImageLoadCompleted& OnLoadCompleted()
- //{
- // return LoadCompleted;
- //}
- /** Helper function that initiates the loading operation and fires the event when loading is done. */
- void LoadImageAsync(const FString& ImagePath,const FString& ID);
- private:
- /**
- Holds the load completed event delegate.
- Giving Blueprint access to this private variable allows Blueprint scripts to bind to the event.
- */
- FString LoadID;
- /** Holds the future value which represents the asynchronous loading operation. */
- TFuture<UTexture2D*> Future;
- };
- UCLASS()
- class AExeActor : public AActor
- {
- GENERATED_BODY()
- public:
- AExeActor();
- protected:
- // Called when the game starts or when spawned
- virtual void BeginPlay() override;
- public:
- virtual void Tick(float DeltaTime) override;
- UFUNCTION(BlueprintCallable, meta = (Keywords = "FFMPEGPort sample test testing"), Category = "FFMPEGPortTesting")
- bool Getstat();
- DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnProcShutdown, bool, IsOver);
- UPROPERTY(BlueprintAssignable, Category = "BlueprintUtility|OS", meta = (AllowPrivateAccess = true))
- FOnProcShutdown ProcShutdown;
- public:
- bool bisShutDown = false;
- FProcHandle CheckProc;
- };
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