Files
UnrealEngine/Engine/Source/Runtime/AugmentedReality/Public/ARSharedWorldPlayerController.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

67 lines
1.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/PlayerController.h"
#include "ARSharedWorldPlayerController.generated.h"
#define UE_API AUGMENTEDREALITY_API
class AARSharedWorldGameState;
UCLASS(MinimalAPI)
class AARSharedWorldPlayerController :
public APlayerController
{
GENERATED_UCLASS_BODY()
public:
/**
* Tells the server it is ready for receiving any shared world data
*/
UFUNCTION(Reliable, Server, WithValidation)
UE_API void ServerMarkReadyForReceiving();
/**
* Used to setup the initial values and size the arrays (client)
*
* @param PreviewImageSize the total size in bytes of the image data that will be sent
* @param ARWorldDataSize the total size in bytes of the AR world data that will be sent
*/
UFUNCTION(Reliable, Client, WithValidation)
UE_API void ClientInitSharedWorld(int32 PreviewImageSize, int32 ARWorldDataSize);
/**
* Copies the buffer into the image data (client)
*
* @param Offset where in the buffer to start the copying
* @param Buffer the chunk of data to copy
* @param BufferSize the amount of data to copy
*/
UFUNCTION(Reliable, Client, WithValidation)
UE_API void ClientUpdatePreviewImageData(int32 Offset, const TArray<uint8>& Buffer);
/**
* Copies the buffer into the AR world data (client)
*
* @param Offset where in the buffer to start the copying
* @param Buffer the chunk of data to copy
* @param BufferSize the amount of data to copy
*/
UFUNCTION(Reliable, Client, WithValidation)
UE_API void ClientUpdateARWorldData(int32 Offset, const TArray<uint8>& Buffer);
/** @return whether this player can start receiving the ar world data */
bool IsReadyToReceive() const { return bIsReadyToReceive; }
private:
UE_API virtual void Tick(float DeltaSeconds) override;
UE_API AARSharedWorldGameState* GetGameState();
UE_API bool IsGameStateReady();
bool bIsReadyToReceive;
};
#undef UE_API