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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]
104 lines
3.1 KiB
C++
104 lines
3.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MuR/Parameters.h"
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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/NodeString.h"
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namespace mu
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{
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// Forward definitions
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class NodeImage;
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using NodeImagePtr = Ptr<NodeImage>;
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using NodeImagePtrConst = Ptr<const NodeImage>;
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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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class NodeStringParameter;
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using NodeStringParameterPtr = Ptr<NodeStringParameter>;
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using NodeStringParameterPtrConst = Ptr<const NodeStringParameter>;
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//! Node that defines a string model parameter.
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//! \ingroup model
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class MUTABLETOOLS_API NodeStringParameter : public NodeString
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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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NodeStringParameter();
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void SerialiseWrapper(OutputArchive& arch) const override;
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static void Serialise( const NodeStringParameter* pNode, OutputArchive& arch );
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static NodeStringParameterPtr 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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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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void SetUid( const char* );
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//! Get the default value of the parameter.
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const char* GetDefaultValue() const;
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void SetDefaultValue( const char* v );
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//! Get the additional information about the type
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PARAMETER_DETAILED_TYPE GetDetailedType() const ;
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void SetDetailedType( PARAMETER_DETAILED_TYPE type );
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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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~NodeStringParameter();
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private:
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Private* m_pD;
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};
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}
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