// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "MetasoundDataReference.h" #include "MetasoundFrontend.h" #include "MetasoundFrontendQuery.h" namespace Metasound { class METASOUNDFRONTEND_API FGenerateAllAvailableNodeClasses : public IFrontendQueryGenerateStep { public: void Generate(TArray& OutEntries) const override; }; class METASOUNDFRONTEND_API FFilterClassesByInputVertexDataType : public IFrontendQueryFilterStep { public: template FFilterClassesByInputVertexDataType() : FFilterClassesByInputVertexDataType(GetMetasoundDataTypeName()) { } FFilterClassesByInputVertexDataType(const FName& InTypeName); bool Filter(const FFrontendQueryEntry& InEntry) const override; private: FName InputVertexTypeName; }; class METASOUNDFRONTEND_API FFilterClassesByOutputVertexDataType : public IFrontendQueryFilterStep { public: template FFilterClassesByOutputVertexDataType() : FFilterClassesByOutputVertexDataType(GetMetasoundDataTypeName()) { } FFilterClassesByOutputVertexDataType(const FName& InTypeName); bool Filter(const FFrontendQueryEntry& InEntry) const override; private: FName OutputVertexTypeName; }; class METASOUNDFRONTEND_API FFilterClassesByClassName : public IFrontendQueryFilterStep { public: FFilterClassesByClassName(const FMetasoundFrontendClassName& InClassName); bool Filter(const FFrontendQueryEntry& InEntry) const override; private: FMetasoundFrontendClassName ClassName; }; }