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- Version up source archetypes to become two interfaces: channel interfaces (mono/stereo) & base source namespace - Clean-up Interface panel to support namespacing better - Fix bugs with assuming interfaces are always and the only base namespace members - Allow namespacing for any arbitrary interface member - Add lock icon to clarify what interface members cannot be modified individually (i.e. cannot add, remove, or rename them as they are interface members) - Organize members alphabetically #jira UE-135000 #rnx #rb phil.popp #preflight 61a7d1079c77d610079303ec #ROBOMERGE-AUTHOR: rob.gay #ROBOMERGE-SOURCE: CL 18344347 in //UE5/Release-5.0/... via CL 18344412 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469) [CL 18344446 by rob gay in ue5-release-engine-test branch]
112 lines
4.2 KiB
C++
112 lines
4.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MetasoundVertex.h"
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#include "UObject/SoftObjectPath.h"
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#include "UObject/WeakObjectPtrTemplates.h"
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// Forward Declarations
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class FMetasoundAssetBase;
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class UEdGraph;
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struct FMetasoundFrontendClassName;
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namespace Metasound
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{
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namespace Frontend
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{
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using FNodeRegistryKey = FString;
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namespace AssetTags
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{
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extern const FString METASOUNDFRONTEND_API ArrayDelim;
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extern const FName METASOUNDFRONTEND_API AssetClassID;
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extern const FName METASOUNDFRONTEND_API RegistryVersionMajor;
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extern const FName METASOUNDFRONTEND_API RegistryVersionMinor;
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#if WITH_EDITORONLY_DATA
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extern const FName METASOUNDFRONTEND_API RegistryInputTypes;
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extern const FName METASOUNDFRONTEND_API RegistryOutputTypes;
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#endif // WITH_EDITORONLY_DATA
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} // namespace AssetTags
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struct METASOUNDFRONTEND_API FMetaSoundAssetRegistrationOptions
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{
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// If true, forces a re-register of this class (and all class dependencies
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// if the following option 'bRegisterDependencies' is enabled).
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bool bForceReregister = true;
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// If true, recursively attempts to register dependencies.
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bool bRegisterDependencies = false;
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// Attempt to auto-update (Only runs if class not registered or set to force re-register.
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// Will not respect being set to true if project-level MetaSoundSettings specify to not run auto-update.)
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bool bAutoUpdate = true;
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// Attempt to rebuild referenced class keys (only run if class not registered or set to force re-register)
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bool bRebuildReferencedAssetClassKeys = true;
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};
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class METASOUNDFRONTEND_API IMetaSoundAssetManager
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{
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static IMetaSoundAssetManager* Instance;
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public:
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static void Set(IMetaSoundAssetManager& InInterface)
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{
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if (!InInterface.IsTesting())
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{
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check(!Instance);
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}
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Instance = &InInterface;
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}
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static IMetaSoundAssetManager* Get()
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{
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return Instance;
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}
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static IMetaSoundAssetManager& GetChecked()
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{
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check(Instance);
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return *Instance;
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}
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// Whether or not manager is being used to run tests or not (enabling instances to be reset without asserting.)
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virtual bool IsTesting() const { return false; }
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// Adds missing assets using the provided asset's local reference class cache. Used
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// to prime system from asset attempting to register prior to asset scan being complete.
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virtual void AddAssetReferences(FMetasoundAssetBase& InAssetBase) = 0;
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// Add or Update a MetaSound Asset's entry data
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virtual void AddOrUpdateAsset(UObject& InObject) = 0;
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// Whether or not the class is eligible for auto-update
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virtual bool CanAutoUpdate(const FMetasoundFrontendClassName& InClassName) const = 0;
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// Whether or not the asset manager has loaded the given asset
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virtual bool ContainsKey(const Metasound::Frontend::FNodeRegistryKey& InRegistryKey) const = 0;
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// Returns path associated with the given key (null if key is not registered with the AssetManager or was not loaded from asset)
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virtual const FSoftObjectPath* FindObjectPathFromKey(const Metasound::Frontend::FNodeRegistryKey& InRegistryKey) const = 0;
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// Generates all asset keys associated with registered assets that are referenced by the provided asset's graph.
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virtual TSet<Metasound::Frontend::FNodeRegistryKey> GetReferencedKeys(const FMetasoundAssetBase& InAssetBase) const = 0;
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// Rescans settings for denied assets not to run reference auto-update against.
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virtual void RescanAutoUpdateDenyList() = 0;
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// Attempts to load an FMetasoundAssetBase from the given path, or returns it if its already loaded
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virtual FMetasoundAssetBase* TryLoadAsset(const FSoftObjectPath& InObjectPath) const = 0;
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// Returns asset associated with the given key (null if key is not registered with the AssetManager or was not loaded from asset)
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virtual FMetasoundAssetBase* TryLoadAssetFromKey(const Metasound::Frontend::FNodeRegistryKey& InRegistryKey) const = 0;
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// Try to load referenced assets of the given asset or return them if they are already loaded (non-recursive).
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// @return - True if all referenced assets successfully loaded, false if not.
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virtual bool TryLoadReferencedAssets(const FMetasoundAssetBase& InAssetBase, TArray<FMetasoundAssetBase*>& OutReferencedAssets) const = 0;
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};
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} // namespace Frontend
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};
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