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UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundFrontend/Public/MetasoundFrontendInjectReceiveNodes.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MetasoundFrontendGraph.h"
#include "MetasoundVertex.h"
namespace Metasound
{
namespace Frontend
{
/** FReceiveNodeAddressFunction defines the function signature for callbacks
* to create send addresses. Different systems may rely on different data
* in the Metasound Environment to create a unique address.
*
* @param InEnv - The current environment of the graph hosting the receive node.
* @param InVertexName - The input vertex key of the graph input which will have a
* receive node injected.
* @param InTypeName - The data type of the receive node.
*
* @return FSendAddress The resulting transmission address for the receive node.
*/
using FReceiveNodeAddressFunction = TFunction<FSendAddress(const FMetasoundEnvironment& InEnv, const FVertexName& InVertexName, const FName& InTypeName)>;
/** Injects a receive node between an graph input and the connected internal nodes.
*
* @param InGraph - The graph to manipulate.
* @parma InAddressPolicy - A function which creates unique transmission addresses for each input.
* @param InInputDestination - The input destination on the graph where a receive node should be injected.
*
* @return True on success, false on failure.
*/
METASOUNDFRONTEND_API bool InjectReceiveNode(FFrontendGraph& InGraph, const FReceiveNodeAddressFunction& InAddressPolicy, const FInputDataDestination& InInputDestination);
/** Injects receive nodes between an graph inputs and the connected internal nodes.
*
* @param InGraph - The graph to manipulate.
* @parma InAddressPolicy - Function which creates unique transmission addresses for each input.
* @param InInputVertexNames - Set of input vertices which should have receive nodes injected.
*
* @return True on success, false on failure.
*/
METASOUNDFRONTEND_API bool InjectReceiveNodes(FFrontendGraph& InGraph, const FReceiveNodeAddressFunction& InAddressPolicy, const TSet<FVertexName>& InInputVertexNames);
}
}