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FCohtmlFileHandler

Inherits from FTickableGameObject, IAsyncResourceHandler

Name
enum classEResourceProtocol { Coui, UnrealAsset, Http}
Name
FCohtmlFileHandler()
virtual~FCohtmlFileHandler() override
virtual voidCancelResourceRequests()
virtual voidOnResourceRequest(const cohtml::IAsyncResourceRequest * request, cohtml::IAsyncResourceResponse * response) override
virtual voidOnAbortResourceRequest(unsigned Id) override
Called when the backend wants a load to abort. The user is STILL REQUIRED to call Finish on the resource response with the associated request.
virtual voidOnUserImageDropped(void * UserData, void * TexturePtr)
virtual voidSetActiveSystem(TWeakPtr< class FCohtmlSystemWrapper, ESPMode::ThreadSafe > SystemPtr)
virtual boolIsCurrentlyLoading()
virtual FCohtmlPathResolver *GetPathResolver()
virtual voidEnsureNoResourceRequests()
virtual boolTryGetResourcePath(const cohtml::IAsyncResourceRequest * Request, EResourceProtocol & ResourceProtocol, FURLWithFallbacks & ResultPath)
virtual voidOnUnrealResourceLoaded(unsigned Id, const FUnrealResourceTaskPtr ResourceTask)
virtual voidOnUnrealResourceLoaded(unsigned Id, FCohUnrealResourcePtr & ResourcePtr, cohtml::IAsyncResourceResponse * Response)
virtual boolTryConvertFilenameToTexture2DPath(const FString & Path, FString & ConvertedPath)
virtual boolTryEnqueueUnrealResource(unsigned Id, const FString & RelativePath, cohtml::IAsyncResourceResponse * Response)
virtual boolTryReceiveUserImage(FCohUnrealResourcePtr & Resource, cohtml::IAsyncResourceResponse * Response)
virtual voidTick(float DeltaTime) override
virtual boolIsTickable() const override
virtual boolIsTickableInEditor() const override
virtual boolIsTickableWhenPaused() const override
virtual TStatIdGetStatId() const override
virtual UTexture *TryLoadUAssetImmediately(FSoftObjectPath & RequestPathAsset)
boolIsCurrentlyLoadingUnrealResources()
voidAbortUnrealResourceRequest(unsigned Id)
voidCancelUnrealResourceRequests()
voidEnsureNoUnrealResourceRequests()
Name
FURLWithFallbacksGeneratePossibleURLs(const cohtml::IAsyncResourceRequest * Request)
Name
FCriticalSectionUnrealResourceLock
TMap< unsigned, FUnrealResourceTaskPtr >UnrealResourceQueue
FCriticalSectionPendingUnrealResourceLock
TMap< unsigned, FTexturePendingReceival >PendingUnrealResources
TArray< FCohUnrealResourcePtr >AbortedPendingUnrealResources
Name
FCohtmlHTTPFileHandlerHTTPFileHandler
FCohtmlRawResourceHandlerRawResourceHandler
ICohtmlPlugin::FOnURLRequestFallbackURLsOverride
TWeakPtr< class FCohtmlSystemWrapper, ESPMode::ThreadSafe >System
TUniquePtr< FCohtmlPathResolver >PathResolver
EnumeratorValueDescription
Coui
UnrealAsset
Http
FCohtmlFileHandler()
virtual ~FCohtmlFileHandler() override
virtual void CancelResourceRequests()
virtual void OnResourceRequest(
const cohtml::IAsyncResourceRequest * request,
cohtml::IAsyncResourceResponse * response
) override
virtual void OnAbortResourceRequest(
unsigned Id
) override

Called when the backend wants a load to abort. The user is STILL REQUIRED to call Finish on the resource response with the associated request.

virtual void OnUserImageDropped(
void * UserData,
void * TexturePtr
)
virtual void SetActiveSystem(
TWeakPtr< class FCohtmlSystemWrapper, ESPMode::ThreadSafe > SystemPtr
)
virtual bool IsCurrentlyLoading()
virtual FCohtmlPathResolver * GetPathResolver()
virtual void EnsureNoResourceRequests()
virtual bool TryGetResourcePath(
const cohtml::IAsyncResourceRequest * Request,
EResourceProtocol & ResourceProtocol,
FURLWithFallbacks & ResultPath
)
virtual void OnUnrealResourceLoaded(
unsigned Id,
const FUnrealResourceTaskPtr ResourceTask
)
virtual void OnUnrealResourceLoaded(
unsigned Id,
FCohUnrealResourcePtr & ResourcePtr,
cohtml::IAsyncResourceResponse * Response
)

function TryConvertFilenameToTexture2DPath

Section titled “function TryConvertFilenameToTexture2DPath”
virtual bool TryConvertFilenameToTexture2DPath(
const FString & Path,
FString & ConvertedPath
)
virtual bool TryEnqueueUnrealResource(
unsigned Id,
const FString & RelativePath,
cohtml::IAsyncResourceResponse * Response
)
virtual bool TryReceiveUserImage(
FCohUnrealResourcePtr & Resource,
cohtml::IAsyncResourceResponse * Response
)
virtual void Tick(
float DeltaTime
) override
inline virtual bool IsTickable() const override
inline virtual bool IsTickableInEditor() const override
inline virtual bool IsTickableWhenPaused() const override
virtual TStatId GetStatId() const override
virtual UTexture * TryLoadUAssetImmediately(
FSoftObjectPath & RequestPathAsset
)

function IsCurrentlyLoadingUnrealResources

Section titled “function IsCurrentlyLoadingUnrealResources”
bool IsCurrentlyLoadingUnrealResources()
void AbortUnrealResourceRequest(
unsigned Id
)
void CancelUnrealResourceRequests()
void EnsureNoUnrealResourceRequests()
FURLWithFallbacks GeneratePossibleURLs(
const cohtml::IAsyncResourceRequest * Request
)
FCriticalSection UnrealResourceLock;
TMap< unsigned, FUnrealResourceTaskPtr > UnrealResourceQueue;
FCriticalSection PendingUnrealResourceLock;
TMap< unsigned, FTexturePendingReceival > PendingUnrealResources;
TArray< FCohUnrealResourcePtr > AbortedPendingUnrealResources;
FCohtmlHTTPFileHandler HTTPFileHandler;
FCohtmlRawResourceHandler RawResourceHandler;
ICohtmlPlugin::FOnURLRequest FallbackURLsOverride;
TWeakPtr< class FCohtmlSystemWrapper, ESPMode::ThreadSafe > System;
TUniquePtr< FCohtmlPathResolver > PathResolver;