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Cleanup usage of most of STL from mutable runtime. Exception is string for now. Cleanup a lot of unused code like reference implementations, node cloning boilerplate, etc. #preflight 63441fcf7045f13c96b43bcf [REVIEW] [at]max.garcia [FYI] [at]alexei.lebedev [FYI] genis.sole [CL 22454093 by jordi rovira in ue5-main branch]
100 lines
2.9 KiB
C++
100 lines
2.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MuR/Ptr.h"
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#include "MuR/RefCounted.h"
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#include "MuT/Node.h"
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#include "MuT/NodeColour.h"
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namespace mu
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{
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class NodeColourParameter;
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using NodeColourParameterPtr = Ptr<NodeColourParameter>;
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using NodeColourParameterPtrConst = Ptr<const NodeColourParameter>;
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class NodeRange;
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using NodeRangePtr = Ptr<NodeRange>;
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using NodeRangePtrConst = Ptr<const NodeRange>;
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//! Node that defines a colour model parameter.
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//! \ingroup model
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class MUTABLETOOLS_API NodeColourParameter : public NodeColour
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{
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public:
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//-----------------------------------------------------------------------------------------
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// Life cycle
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//-----------------------------------------------------------------------------------------
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NodeColourParameter();
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void SerialiseWrapper(OutputArchive& arch) const override;
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static void Serialise( const NodeColourParameter* pNode, OutputArchive& arch );
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static NodeColourParameterPtr StaticUnserialise( InputArchive& arch );
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//-----------------------------------------------------------------------------------------
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// Node Interface
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//-----------------------------------------------------------------------------------------
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const NODE_TYPE* GetType() const override;
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static const NODE_TYPE* GetStaticType();
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int GetInputCount() const override;
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Node* GetInputNode( int i ) const override;
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void SetInputNode( int i, NodePtr pNode ) override;
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//-----------------------------------------------------------------------------------------
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// Own Interface
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//-----------------------------------------------------------------------------------------
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//! Get the name of the parameter. It will be exposed in the final compiled data.
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const char* GetName() const;
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//! Set the name of the parameter.
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void SetName( const char* );
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//! Get the uid of the parameter. It will be exposed in the final compiled data.
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const char* GetUid() const;
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//! Set the uid of the parameter.
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void SetUid( const char* );
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//! Get the default value of the parameter.
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void GetDefaultValue( float* pR, float* pG, float* pB ) const;
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//! Set the default value of the parameter.
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void SetDefaultValue( float r, float g, float b );
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//! Set the number of ranges (dimensions) for this parameter.
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//! By default a parameter has 0 ranges, meaning it only has one value.
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void SetRangeCount( int i );
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void SetRange( int i, NodeRangePtr pRange );
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//-----------------------------------------------------------------------------------------
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// Interface pattern
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//-----------------------------------------------------------------------------------------
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class Private;
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Private* GetPrivate() const;
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Node::Private* GetBasePrivate() const override;
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protected:
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//! Forbidden. Manage with the Ptr<> template.
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~NodeColourParameter();
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private:
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Private* m_pD;
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};
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}
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