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236 lines
9.8 KiB
C++
236 lines
9.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MetasoundFrontendDocument.h"
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#include "MetasoundFrontendRegistryKey.h"
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#include "MetasoundVertex.h"
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#include "UObject/SoftObjectPath.h"
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#include "UObject/WeakObjectPtrTemplates.h"
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// Forward Declarations
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class FMetasoundAssetBase;
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class UEdGraph;
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struct FAssetData;
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struct FMetasoundFrontendClassName;
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struct FMetaSoundFrontendDocumentBuilder;
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class IMetaSoundDocumentInterface;
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namespace Metasound::Frontend
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{
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namespace AssetTags
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{
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extern const FString METASOUNDFRONTEND_API ArrayDelim;
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#if WITH_EDITORONLY_DATA
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extern const FName METASOUNDFRONTEND_API IsPreset;
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#endif // WITH_EDITORONLY_DATA
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extern const FName METASOUNDFRONTEND_API AssetClassID;
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extern const FName METASOUNDFRONTEND_API RegistryVersionMajor;
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extern const FName METASOUNDFRONTEND_API RegistryVersionMinor;
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#if WITH_EDITORONLY_DATA
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extern const FName METASOUNDFRONTEND_API RegistryInputTypes;
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extern const FName METASOUNDFRONTEND_API RegistryOutputTypes;
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#endif // WITH_EDITORONLY_DATA
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} // namespace AssetTags
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struct METASOUNDFRONTEND_API FMetaSoundAssetRegistrationOptions
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{
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// If true, forces a re-register of this class (and all class dependencies
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// if the following option 'bRegisterDependencies' is enabled).
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bool bForceReregister = true;
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// If true, forces flag to resync all view (editor) data pertaining to the given asset(s) being registered.
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bool bForceViewSynchronization = true;
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// If true, recursively attempts to register dependencies. (TODO: Determine if this option should be removed.
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// Must validate that failed dependency updates due to auto-update for ex. being disabled is handled gracefully
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// at runtime.)
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bool bRegisterDependencies = true;
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// Attempt to auto-update (Only runs if class not registered or set to force re-register.
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// Will not respect being set to true if project-level MetaSoundSettings specify to not run auto-update.)
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bool bAutoUpdate = true;
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// If true, warnings will be logged if updating a node results in existing connections being discarded.
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bool bAutoUpdateLogWarningOnDroppedConnection = false;
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#if WITH_EDITOR
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// Soft deprecated. Preprocessing now handled contextually if cooking or serializing.
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bool bPreprocessDocument = true;
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// Attempt to rebuild referenced classes (only run if class not registered or set to force re-register)
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bool bRebuildReferencedAssetClasses = true;
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// No longer used. Memory management of document (i.e. copying or using object's version) inferred internally
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bool bRegisterCopyIfAsync = false;
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#endif // WITH_EDITOR
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};
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struct METASOUNDFRONTEND_API FAssetKey
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{
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FMetasoundFrontendClassName ClassName;
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FMetasoundFrontendVersionNumber Version;
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FAssetKey() = default;
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FAssetKey(const FMetasoundFrontendClassName& InClassName, const FMetasoundFrontendVersionNumber& InVersion);
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FAssetKey(const FNodeRegistryKey& RegKey);
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FAssetKey(const FMetasoundFrontendClassMetadata& InMetadata);
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FORCEINLINE friend bool operator==(const FAssetKey& InLHS, const FAssetKey& InRHS)
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{
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return (InLHS.ClassName == InRHS.ClassName) && (InLHS.Version == InRHS.Version);
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}
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FORCEINLINE friend bool operator<(const FAssetKey& InLHS, const FAssetKey& InRHS)
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{
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if (InLHS.ClassName == InRHS.ClassName)
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{
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return InLHS.Version < InRHS.Version;
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}
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return InLHS.ClassName < InRHS.ClassName;
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}
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friend FORCEINLINE uint32 GetTypeHash(const FAssetKey& InKey)
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{
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return HashCombineFast(GetTypeHash(InKey.ClassName), GetTypeHash(InKey.Version));
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}
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static const FAssetKey& GetInvalid()
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{
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static FAssetKey Invalid;
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return Invalid;
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}
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bool IsValid() const
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{
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return ClassName.IsValid() && Version.IsValid();
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}
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FString ToString() const;
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};
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class METASOUNDFRONTEND_API IMetaSoundAssetManager
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{
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public:
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virtual ~IMetaSoundAssetManager() = default;
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static IMetaSoundAssetManager* Get();
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static IMetaSoundAssetManager& GetChecked();
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static void Deinitialize();
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static void Initialize(TUniquePtr<IMetaSoundAssetManager>&& InInterface);
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UE_DEPRECATED(5.5, "Use Initialize/Deinitialize instead")
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virtual bool IsTesting() const;
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UE_DEPRECATED(5.5, "Use Initialize/Deinitialize instead")
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static void Set(IMetaSoundAssetManager& InInterface) { checkNoEntry(); }
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struct FAssetInfo
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{
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FNodeRegistryKey RegistryKey;
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FSoftObjectPath AssetPath;
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FORCEINLINE friend bool operator==(const FAssetInfo& InLHS, const FAssetInfo& InRHS)
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{
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return (InLHS.RegistryKey == InRHS.RegistryKey) && (InLHS.AssetPath == InRHS.AssetPath);
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}
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FORCEINLINE friend uint32 GetTypeHash(const IMetaSoundAssetManager::FAssetInfo& InInfo)
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{
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return HashCombineFast(GetTypeHash(InInfo.RegistryKey), GetTypeHash(InInfo.AssetPath));
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}
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};
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#if WITH_EDITORONLY_DATA
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// Adds missing assets using the provided asset's local reference class cache. Used
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// to prime system from asset attempting to register prior to asset scan being complete.
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// Returns true if references were added, false if it they are already found.
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virtual bool AddAssetReferences(FMetasoundAssetBase& InAssetBase) = 0;
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#endif
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// Add or Update a MetaSound Asset's entry data
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virtual FAssetKey AddOrUpdateAsset(const UObject& InObject) = 0;
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virtual FAssetKey AddOrUpdateAsset(const FAssetData& InAssetData) = 0;
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// Whether or not the class is eligible for auto-update
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virtual bool CanAutoUpdate(const FMetasoundFrontendClassName& InClassName) const = 0;
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// Whether or not the asset manager has loaded the given asset
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virtual bool ContainsKey(const Metasound::Frontend::FAssetKey& InAssetKey) const = 0;
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// Returns object (if loaded) associated with the given key (null if key not registered with the AssetManager)
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// If multiple assets are associated with the given key, the last one is returned.
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virtual FMetasoundAssetBase* FindAsset(const Metasound::Frontend::FAssetKey& InAssetKey) const = 0;
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// Returns object (if loaded) associated with the given key as a Document Interface (null if key not registered with the AssetManager)
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virtual TScriptInterface<IMetaSoundDocumentInterface> FindAssetAsDocumentInterface(const Frontend::FAssetKey& InKey) const = 0;
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// Returns path associated with the given key (returns invalid asset path if key not registered with the AssetManager or was not loaded from asset)
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// If multiple assets are associated with the given key, the last one is returned.
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virtual FTopLevelAssetPath FindAssetPath(const Metasound::Frontend::FAssetKey& InAssetKey) const = 0;
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// Returns all paths associated with the given key (returns empty array if key not registered with the AssetManager or was not loaded from asset)
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virtual TArray<FTopLevelAssetPath> FindAssetPaths(const Metasound::Frontend::FAssetKey& InAssetKey) const = 0;
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// Converts an object to an AssetBase if its a registered asset
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virtual FMetasoundAssetBase* GetAsAsset(UObject& InObject) const = 0;
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virtual const FMetasoundAssetBase* GetAsAsset(const UObject& InObject) const = 0;
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#if WITH_EDITOR
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// Generates all asset info associated with registered assets that are referenced by the provided asset's graph.
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virtual TSet<FAssetInfo> GetReferencedAssetClasses(const FMetasoundAssetBase& InAssetBase) const = 0;
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#endif // WITH_EDITOR
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// Iterate all known MetaSound asset paths
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virtual void IterateAssets(TFunctionRef<void(const FAssetKey, const TArray<FTopLevelAssetPath>&)> Iter) const = 0;
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UE_DEPRECATED(5.5, "Rescan no longer supported nor required by Frontend")
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virtual void RescanAutoUpdateDenyList() { }
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// Set flag for logging active assets on shutdown. In certain cases (ex. validation), it is expected that assets are active at shutdown
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virtual void SetLogActiveAssetsOnShutdown(bool bLogActiveAssetsOnShutdown) = 0;
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// Attempts to retrieve the AssetID from the given ClassName if the ClassName is from a valid asset.
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virtual bool TryGetAssetIDFromClassName(const FMetasoundFrontendClassName& InClassName, FGuid& OutGuid) const = 0;
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// Attempts to load an FMetasoundAssetBase from the given path, or returns it if its already loaded
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virtual FMetasoundAssetBase* TryLoadAsset(const FSoftObjectPath& InObjectPath) const = 0;
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// Returns asset associated with the given key (null if key not registered with the AssetManager or was not loaded from asset)
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virtual FMetasoundAssetBase* TryLoadAssetFromKey(const Metasound::Frontend::FAssetKey& InAssetKey) const = 0;
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// Try to load referenced assets of the given asset or return them if they are already loaded (non-recursive).
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// @return - True if all referenced assets successfully loaded, false if not.
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virtual bool TryLoadReferencedAssets(const FMetasoundAssetBase& InAssetBase, TArray<FMetasoundAssetBase*>& OutReferencedAssets) const = 0;
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#if WITH_EDITOR
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// Assigns a new arbitrary class name to the given document, which can cause references to be invalidated.
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// (See
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virtual bool ReassignClassName(TScriptInterface<IMetaSoundDocumentInterface> DocInterface) = 0;
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#endif // WITH_EDITOR
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// Requests an async load of all async referenced assets of the input asset.
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virtual void RequestAsyncLoadReferencedAssets(FMetasoundAssetBase& InAssetBase) = 0;
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// Synchronously requests unregister and reregister of all loaded MetaSound assets node class entries.
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virtual void ReloadMetaSoundAssets() const = 0;
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// Removes object from MetaSound asset manager
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virtual void RemoveAsset(const UObject& InObject) = 0;
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// Removes object from MetaSound asset manager
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virtual void RemoveAsset(const FAssetData& InAssetData) = 0;
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// Updates the given MetaSound's asset record with the new name and optionally reregisters it with the Frontend Node Class Registry.
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virtual void RenameAsset(const FAssetData& InAssetData, const FString& InOldObjectPath) = 0;
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// Waits until all async load requests related to this asset are complete.
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virtual void WaitUntilAsyncLoadReferencedAssetsComplete(FMetasoundAssetBase& InAssetBase) = 0;
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};
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} // namespace Metasound::Frontend
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