You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#rnx #jira UE-120726 #rb Rob.Gay #lockdown Nick.Whiting #preflight 621e6805257fd6e0992bb2ed #ROBOMERGE-AUTHOR: phil.popp #ROBOMERGE-SOURCE: CL 19204066 in //UE5/Release-5.0/... via CL 19209221 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845) [CL 19215316 by phil popp in ue5-main branch]
120 lines
4.8 KiB
C++
120 lines
4.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
#pragma once
|
|
|
|
#include "MetasoundVertex.h"
|
|
#include "UObject/SoftObjectPath.h"
|
|
#include "UObject/WeakObjectPtrTemplates.h"
|
|
|
|
// Forward Declarations
|
|
class FMetasoundAssetBase;
|
|
class UEdGraph;
|
|
struct FMetasoundFrontendClassName;
|
|
|
|
namespace Metasound
|
|
{
|
|
namespace Frontend
|
|
{
|
|
using FNodeRegistryKey = FString;
|
|
|
|
namespace AssetTags
|
|
{
|
|
extern const FString METASOUNDFRONTEND_API ArrayDelim;
|
|
|
|
extern const FName METASOUNDFRONTEND_API AssetClassID;
|
|
extern const FName METASOUNDFRONTEND_API RegistryVersionMajor;
|
|
extern const FName METASOUNDFRONTEND_API RegistryVersionMinor;
|
|
|
|
#if WITH_EDITORONLY_DATA
|
|
extern const FName METASOUNDFRONTEND_API RegistryInputTypes;
|
|
extern const FName METASOUNDFRONTEND_API RegistryOutputTypes;
|
|
#endif // WITH_EDITORONLY_DATA
|
|
} // namespace AssetTags
|
|
|
|
struct METASOUNDFRONTEND_API FMetaSoundAssetRegistrationOptions
|
|
{
|
|
// If true, forces a re-register of this class (and all class dependencies
|
|
// if the following option 'bRegisterDependencies' is enabled).
|
|
bool bForceReregister = true;
|
|
|
|
// If true, forces flag to resync all view (editor) data pertaining to the given asset(s) being registered.
|
|
bool bForceViewSynchronization = true;
|
|
|
|
// If true, recursively attempts to register dependencies. (TODO: Determine if this option should be removed.
|
|
// Must validate that failed dependency updates due to auto-update for ex. being disabled is handled gracefully
|
|
// at runtime.)
|
|
bool bRegisterDependencies = true;
|
|
|
|
// Attempt to auto-update (Only runs if class not registered or set to force re-register.
|
|
// Will not respect being set to true if project-level MetaSoundSettings specify to not run auto-update.)
|
|
bool bAutoUpdate = true;
|
|
|
|
// If true, warnings will be logged if updating a node results in existing connections being discarded.
|
|
bool bAutoUpdateLogWarningOnDroppedConnection = false;
|
|
|
|
// Attempt to rebuild referenced class keys (only run if class not registered or set to force re-register)
|
|
bool bRebuildReferencedAssetClassKeys = true;
|
|
};
|
|
|
|
class METASOUNDFRONTEND_API IMetaSoundAssetManager
|
|
{
|
|
static IMetaSoundAssetManager* Instance;
|
|
|
|
public:
|
|
static void Set(IMetaSoundAssetManager& InInterface)
|
|
{
|
|
if (!InInterface.IsTesting())
|
|
{
|
|
check(!Instance);
|
|
}
|
|
Instance = &InInterface;
|
|
}
|
|
|
|
static IMetaSoundAssetManager* Get()
|
|
{
|
|
return Instance;
|
|
}
|
|
|
|
static IMetaSoundAssetManager& GetChecked()
|
|
{
|
|
check(Instance);
|
|
return *Instance;
|
|
}
|
|
|
|
// Whether or not manager is being used to run tests or not (enabling instances to be reset without asserting.)
|
|
virtual bool IsTesting() const { return false; }
|
|
|
|
// Adds missing assets using the provided asset's local reference class cache. Used
|
|
// to prime system from asset attempting to register prior to asset scan being complete.
|
|
virtual void AddAssetReferences(FMetasoundAssetBase& InAssetBase) = 0;
|
|
|
|
// Add or Update a MetaSound Asset's entry data
|
|
virtual Metasound::Frontend::FNodeRegistryKey AddOrUpdateAsset(const UObject& InObject) = 0;
|
|
|
|
// Whether or not the class is eligible for auto-update
|
|
virtual bool CanAutoUpdate(const FMetasoundFrontendClassName& InClassName) const = 0;
|
|
|
|
// Whether or not the asset manager has loaded the given asset
|
|
virtual bool ContainsKey(const Metasound::Frontend::FNodeRegistryKey& InRegistryKey) const = 0;
|
|
|
|
// Returns path associated with the given key (null if key is not registered with the AssetManager or was not loaded from asset)
|
|
virtual const FSoftObjectPath* FindObjectPathFromKey(const Metasound::Frontend::FNodeRegistryKey& InRegistryKey) const = 0;
|
|
|
|
// Generates all asset keys associated with registered assets that are referenced by the provided asset's graph.
|
|
virtual TSet<Metasound::Frontend::FNodeRegistryKey> GetReferencedKeys(const FMetasoundAssetBase& InAssetBase) const = 0;
|
|
|
|
// Rescans settings for denied assets not to run reference auto-update against.
|
|
virtual void RescanAutoUpdateDenyList() = 0;
|
|
|
|
// Attempts to load an FMetasoundAssetBase from the given path, or returns it if its already loaded
|
|
virtual FMetasoundAssetBase* TryLoadAsset(const FSoftObjectPath& InObjectPath) const = 0;
|
|
|
|
// Returns asset associated with the given key (null if key is not registered with the AssetManager or was not loaded from asset)
|
|
virtual FMetasoundAssetBase* TryLoadAssetFromKey(const Metasound::Frontend::FNodeRegistryKey& InRegistryKey) const = 0;
|
|
|
|
// Try to load referenced assets of the given asset or return them if they are already loaded (non-recursive).
|
|
// @return - True if all referenced assets successfully loaded, false if not.
|
|
virtual bool TryLoadReferencedAssets(const FMetasoundAssetBase& InAssetBase, TArray<FMetasoundAssetBase*>& OutReferencedAssets) const = 0;
|
|
};
|
|
} // namespace Frontend
|
|
};
|