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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]
90 lines
2.6 KiB
C++
90 lines
2.6 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/NodeImage.h"
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namespace mu
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{
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// Forward definitions
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class NodeImageVariation;
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typedef Ptr<NodeImageVariation> NodeImageVariationPtr;
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typedef Ptr<const NodeImageVariation> NodeImageVariationPtrConst;
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class InputArchive;
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class OutputArchive;
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//!
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//! \ingroup model
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class MUTABLETOOLS_API NodeImageVariation : public NodeImage
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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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NodeImageVariation();
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void SerialiseWrapper(OutputArchive& arch) const override;
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static void Serialise( const NodeImageVariation* pNode, OutputArchive& arch );
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static NodeImageVariationPtr 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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virtual int GetInputCount() const override;
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virtual 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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//!
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void SetDefaultImage( NodeImage* Image );
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//! Set the number of tags to consider in this variation
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void SetVariationCount( int count );
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//!
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int GetVariationCount() const;
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//! Set the tag or state name that will enable a specific vartiation
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void SetVariationTag( int index, const char* strTag );
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//!
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void SetVariationImage( int index, NodeImage* Image );
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//!}
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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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~NodeImageVariation();
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private:
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Private* m_pD;
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};
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} // namespace mu
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