本文整理汇总了C++中UGameViewportClient::GetWindow方法的典型用法代码示例。如果您正苦于以下问题:C++ UGameViewportClient::GetWindow方法的具体用法?C++ UGameViewportClient::GetWindow怎么用?C++ UGameViewportClient::GetWindow使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UGameViewportClient
的用法示例。
在下文中一共展示了UGameViewportClient::GetWindow方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: OnSlateWindowRenderedDuringBroadcasting
void FGameLiveStreaming::OnSlateWindowRenderedDuringBroadcasting( SWindow& SlateWindow, void* ViewportRHIPtr )
{
// If we're streaming live video/audio, we'll go ahead and push new video frames here
UGameViewportClient* GameViewportClient = GEngine->GameViewport;
if( IsBroadcastingGame() && GameViewportClient != nullptr )
{
// We only care about our own Slate window
if( GameViewportClient->GetWindow() == SlateWindow.AsShared() )
{
// Check to see if we're streaming live video. If so, we'll want to push new frames to be broadcast.
if( LiveStreamer->IsReadyForVideoFrames() )
{
// Check to see if there are any video frames ready to push
BroadcastGameVideoFrame();
// Start copying next game video frame
const FViewportRHIRef* ViewportRHI = ( const FViewportRHIRef* )ViewportRHIPtr;
StartCopyingNextGameVideoFrame( *ViewportRHI );
}
}
}
else
{
// No longer broadcasting. The live streaming service may have been interrupted.
StopBroadcastingGame();
}
}
示例2: OnSlateWindowRenderedDuringCapture
void FWebMRecord::OnSlateWindowRenderedDuringCapture(SWindow& SlateWindow, void* ViewportRHIPtr)
{
// Probably need to verify that this is the window we want, but not sure yet
UGameViewportClient* GameViewportClient = GEngine->GameViewport;
if (bRecording && GameViewportClient != nullptr)
{
if (GameViewportClient->GetWindow() == SlateWindow.AsShared())
{
if (VideoDeltaTimeAccum >= VideoFrameDelay)
{
//UE_LOG(LogUTWebM, Log, TEXT("Saving video frame %f"), VideoDeltaTimeAccum);
SaveCurrentFrameToDisk();
const FViewportRHIRef* ViewportRHI = (const FViewportRHIRef*)ViewportRHIPtr;
StartCopyingNextGameFrame(*ViewportRHI);
}
}
}
}