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UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundStandardNodes/Private/MetasoundDebugLogNode.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "MetasoundDebugLogNode.h"
#include "MetasoundNodeRegistrationMacro.h"
#include "MetasoundStandardNodesCategories.h"
#define LOCTEXT_NAMESPACE "MetasoundStandardNodes"
namespace Metasound
{
namespace MetasoundDebugLogNodePrivate
{
FNodeClassMetadata CreateNodeClassMetadata(const FName& InDataTypeName, const FName& InOperatorName, const FText& InDisplayName, const FText& InDescription, const FVertexInterface& InDefaultInterface)
{
FNodeClassMetadata Metadata
{
FNodeClassName{FName("DebugLog"), InOperatorName, InDataTypeName},
1, // Major Version
0, // Minor Version
InDisplayName,
InDescription,
PluginAuthor,
PluginNodeMissingPrompt,
InDefaultInterface,
{ StandardNodes::DebugUtils },
{TEXT("DebugLog")},
FNodeDisplayStyle{}
};
return Metadata;
}
}
namespace DebugLogVertexNames
{
const FString& GetInputTriggerName()
{
static const FString Name = TEXT("Trigger");
return Name;
}
const FString& GetLabelDebugLogName()
{
static const FString Name = TEXT("Label");
return Name;
}
const FString& GetToLogDebugLogName()
{
static const FString Name = TEXT("Value To Log");
return Name;
}
const FString& GetOutputDebugLogName()
{
static const FString Name = TEXT("Was Successful");
return Name;
}
}
using FDebugLogNodeInt32 = TDebugLogNode<int32>;
METASOUND_REGISTER_NODE(FDebugLogNodeInt32)
using FDebugLogNodeFloat = TDebugLogNode<float>;
METASOUND_REGISTER_NODE(FDebugLogNodeFloat)
using FDebugLogNodeBool = TDebugLogNode<bool>;
METASOUND_REGISTER_NODE(FDebugLogNodeBool)
using FDebugLogNodeString = TDebugLogNode<FString>;
METASOUND_REGISTER_NODE(FDebugLogNodeString)
}
#undef LOCTEXT_NAMESPACE