Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundFrontend/Private/MetasoundFrontendQuerySteps.cpp
phil popp 8ed8f12dc9 Metasound metadata. Adding metadata to node info and adding static registration
#rb Rob.Gay
#jira UEAU-487

[CL 14810613 by phil popp in ue5-main branch]
2020-11-24 15:24:29 -04:00

55 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MetasoundFrontendQuerySteps.h"
#include "CoreMinimal.h"
#include "MetasoundFrontend.h"
#include "MetasoundFrontendDataLayout.h"
namespace Metasound
{
void FGenerateAllAvailableNodeClasses::Generate(TArray<FFrontendQueryEntry>& OutEntries) const
{
const TArray<Frontend::FNodeClassInfo> ClassInfos = Frontend::GetAllAvailableNodeClasses();
for (const Frontend::FNodeClassInfo& ClassInfo : ClassInfos)
{
OutEntries.Emplace(TInPlaceType<FMetasoundClassDescription>(), Frontend::GenerateClassDescription(ClassInfo));
}
}
FFilterClassesByInputVertexDataType::FFilterClassesByInputVertexDataType(const FName& InTypeName)
: InputVertexTypeName(InTypeName)
{
}
bool FFilterClassesByInputVertexDataType::Filter(const FFrontendQueryEntry& InEntry) const
{
check(InEntry.Value.IsType<FMetasoundClassDescription>());
return InEntry.Value.Get<FMetasoundClassDescription>().Inputs.ContainsByPredicate(
[this](const FMetasoundInputDescription& InDesc)
{
return InDesc.TypeName == InputVertexTypeName;
}
);
}
FFilterClassesByOutputVertexDataType::FFilterClassesByOutputVertexDataType(const FName& InTypeName)
: OutputVertexTypeName(InTypeName)
{
}
bool FFilterClassesByOutputVertexDataType::Filter(const FFrontendQueryEntry& InEntry) const
{
return InEntry.Value.Get<FMetasoundClassDescription>().Outputs.ContainsByPredicate(
[this](const FMetasoundOutputDescription& InDesc)
{
return InDesc.TypeName == OutputVertexTypeName;
}
);
}
}