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// Copyright Epic Games, Inc. All Rights Reserved.
#include "MuT/NodeMeshTable.h"
#include "Misc/AssertionMacros.h"
#include "MuT/NodeLayout.h"
#include "MuT/NodePrivate.h"
#include "MuT/Table.h"
namespace mu
{
//---------------------------------------------------------------------------------------------
// Static initialisation
//---------------------------------------------------------------------------------------------
FNodeType NodeMeshTable::StaticType = FNodeType(Node::EType::MeshTable, NodeMesh::GetStaticType() );
//---------------------------------------------------------------------------------------------
// Own Interface
//---------------------------------------------------------------------------------------------
void NodeMeshTable::SetColumn( const FString& strName )
{
ColumnName = strName;
}
//---------------------------------------------------------------------------------------------
void NodeMeshTable::SetParameterName( const FString& strName )
{
ParameterName = strName;
}
//---------------------------------------------------------------------------------------------
int NodeMeshTable::GetLayoutCount() const
{
return Layouts.Num();
}
//---------------------------------------------------------------------------------------------
void NodeMeshTable::SetLayoutCount( int i )
{
Layouts.SetNum( i );
}
//---------------------------------------------------------------------------------------------
Ptr<NodeLayout> NodeMeshTable::GetLayout( int i ) const
{
Ptr<NodeLayout> pResult;
if (i >= 0 && i < Layouts.Num())
{
pResult = Layouts[i];
}
return pResult;
}
//---------------------------------------------------------------------------------------------
void NodeMeshTable::SetLayout( int i, Ptr<NodeLayout> pLayout )
{
check( i>=0 && i<GetLayoutCount() );
Layouts[i] = pLayout;
}
//---------------------------------------------------------------------------------------------
void NodeMeshTable::SetNoneOption(bool bAddNoneOption)
{
bNoneOption = bAddNoneOption;
}
//---------------------------------------------------------------------------------------------
void NodeMeshTable::SetDefaultRowName(const FString& RowName)
{
DefaultRowName = RowName;
}
}