// Copyright Epic Games, Inc. All Rights Reserved. #include "MuT/NodeImageLayer.h" #include "Misc/AssertionMacros.h" #include "MuT/NodeImageLayerPrivate.h" #include "MuT/NodePrivate.h" namespace mu { //--------------------------------------------------------------------------------------------- // Static initialisation //--------------------------------------------------------------------------------------------- FNodeType NodeImageLayer::Private::s_type = FNodeType(Node::EType::ImageLayer, NodeImage::GetStaticType() ); //--------------------------------------------------------------------------------------------- //! //--------------------------------------------------------------------------------------------- MUTABLE_IMPLEMENT_NODE( NodeImageLayer ) //--------------------------------------------------------------------------------------------- // Own Interface //--------------------------------------------------------------------------------------------- NodeImagePtr NodeImageLayer::GetBase() const { return m_pD->m_pBase.get(); } //--------------------------------------------------------------------------------------------- void NodeImageLayer::SetBase( NodeImagePtr pNode ) { m_pD->m_pBase = pNode; } //--------------------------------------------------------------------------------------------- NodeImagePtr NodeImageLayer::GetMask() const { return m_pD->m_pMask.get(); } //--------------------------------------------------------------------------------------------- void NodeImageLayer::SetMask( NodeImagePtr pNode ) { m_pD->m_pMask = pNode; } //--------------------------------------------------------------------------------------------- NodeImagePtr NodeImageLayer::GetBlended() const { return m_pD->m_pBlended.get(); } //--------------------------------------------------------------------------------------------- void NodeImageLayer::SetBlended( NodeImagePtr pNode ) { m_pD->m_pBlended = pNode; } //--------------------------------------------------------------------------------------------- EBlendType NodeImageLayer::GetBlendType() const { return m_pD->m_type; } //--------------------------------------------------------------------------------------------- void NodeImageLayer::SetBlendType(EBlendType t) { m_pD->m_type = t; } }