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UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundFrontend/Private/MetasoundFrontendController.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "MetasoundFrontendController.h"
#include "MetasoundFrontendInvalidController.h"
#include "MetasoundFrontendStandardController.h"
namespace Metasound
{
namespace Frontend
{
FOutputHandle IOutputController::GetInvalidHandle()
{
return FInvalidOutputController::GetInvalid();
}
FInputHandle IInputController::GetInvalidHandle()
{
return FInvalidInputController::GetInvalid();
}
FNodeHandle INodeController::GetInvalidHandle()
{
return FInvalidNodeController::GetInvalid();
}
FGraphHandle IGraphController::GetInvalidHandle()
{
return FInvalidGraphController::GetInvalid();
}
FDocumentHandle IDocumentController::GetInvalidHandle()
{
return FInvalidDocumentController::GetInvalid();
}
FDocumentHandle IDocumentController::CreateDocumentHandle(FDocumentAccessPtr InDocument)
{
// Create using standard document controller.
return FDocumentController::CreateDocumentHandle(InDocument);
}
FDocumentHandle IDocumentController::CreateDocumentHandle(FMetasoundFrontendDocument& InDocument)
{
return CreateDocumentHandle(MakeAccessPtr<FDocumentAccessPtr>(InDocument.AccessPoint, InDocument));
}
FConstDocumentHandle IDocumentController::CreateDocumentHandle(FConstDocumentAccessPtr InDocument)
{
// Create using standard document controller.
return FDocumentController::CreateDocumentHandle(ConstCastAccessPtr<FDocumentAccessPtr>(InDocument));
}
FConstDocumentHandle IDocumentController::CreateDocumentHandle(const FMetasoundFrontendDocument& InDocument)
{
return CreateDocumentHandle(MakeAccessPtr<FConstDocumentAccessPtr>(InDocument.AccessPoint, InDocument));
}
}
}