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#jira UE-223488 #rb jordi.rovira #tests Editor #rnx #virtualized [CL 36035608 by alexei lebedev in ue5-main branch]
86 lines
2.3 KiB
C++
86 lines
2.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "MuT/NodeImageLayer.h"
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#include "Misc/AssertionMacros.h"
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#include "MuT/NodeImageLayerPrivate.h"
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#include "MuT/NodePrivate.h"
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namespace mu
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{
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//---------------------------------------------------------------------------------------------
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// Static initialisation
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//---------------------------------------------------------------------------------------------
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FNodeType NodeImageLayer::Private::s_type = FNodeType(Node::EType::ImageLayer, NodeImage::GetStaticType() );
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//---------------------------------------------------------------------------------------------
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//!
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//---------------------------------------------------------------------------------------------
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MUTABLE_IMPLEMENT_NODE( NodeImageLayer )
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//---------------------------------------------------------------------------------------------
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// Own Interface
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//---------------------------------------------------------------------------------------------
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NodeImagePtr NodeImageLayer::GetBase() const
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{
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return m_pD->m_pBase.get();
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}
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//---------------------------------------------------------------------------------------------
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void NodeImageLayer::SetBase( NodeImagePtr pNode )
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{
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m_pD->m_pBase = pNode;
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}
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//---------------------------------------------------------------------------------------------
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NodeImagePtr NodeImageLayer::GetMask() const
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{
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return m_pD->m_pMask.get();
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}
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//---------------------------------------------------------------------------------------------
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void NodeImageLayer::SetMask( NodeImagePtr pNode )
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{
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m_pD->m_pMask = pNode;
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}
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//---------------------------------------------------------------------------------------------
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NodeImagePtr NodeImageLayer::GetBlended() const
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{
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return m_pD->m_pBlended.get();
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}
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//---------------------------------------------------------------------------------------------
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void NodeImageLayer::SetBlended( NodeImagePtr pNode )
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{
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m_pD->m_pBlended = pNode;
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}
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//---------------------------------------------------------------------------------------------
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EBlendType NodeImageLayer::GetBlendType() const
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{
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return m_pD->m_type;
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}
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//---------------------------------------------------------------------------------------------
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void NodeImageLayer::SetBlendType(EBlendType t)
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{
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m_pD->m_type = t;
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}
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}
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