// Copyright Epic Games, Inc. All Rights Reserved. #include "MetasoundFrontendQuerySteps.h" #include "CoreMinimal.h" #include "MetasoundFrontend.h" #include "MetasoundFrontendDataLayout.h" namespace Metasound { void FGenerateAllAvailableNodeClasses::Generate(TArray& OutEntries) const { const TArray ClassInfos = Frontend::GetAllAvailableNodeClasses(); for (const Frontend::FNodeClassInfo& ClassInfo : ClassInfos) { OutEntries.Emplace(TInPlaceType(), Frontend::GenerateClassDescriptionForNode(ClassInfo)); } } FFilterClassesByInputVertexDataType::FFilterClassesByInputVertexDataType(const FName& InTypeName) : InputVertexTypeName(InTypeName) { } bool FFilterClassesByInputVertexDataType::Filter(const FFrontendQueryEntry& InEntry) const { check(InEntry.Value.IsType()); return InEntry.Value.Get().Inputs.ContainsByPredicate( [this](const FMetasoundInputDescription& InDesc) { return InDesc.TypeName == InputVertexTypeName; } ); } FFilterClassesByOutputVertexDataType::FFilterClassesByOutputVertexDataType(const FName& InTypeName) : OutputVertexTypeName(InTypeName) { } bool FFilterClassesByOutputVertexDataType::Filter(const FFrontendQueryEntry& InEntry) const { return InEntry.Value.Get().Outputs.ContainsByPredicate( [this](const FMetasoundOutputDescription& InDesc) { return InDesc.TypeName == OutputVertexTypeName; } ); } }