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#jira UE-219821 #rb phil.popp #rnx [FYI] sondra.moyls [CL 35503142 by rob gay in ue5-main branch]
68 lines
3.5 KiB
C++
68 lines
3.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MetasoundFrontendController.h"
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#include "MetasoundFrontendDocument.h"
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#include "MetasoundFrontendNodeTemplateRegistry.h"
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#include "MetasoundFrontendNodeTemplateReroute.h"
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#include "MetasoundFrontendTransform.h"
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#include "Templates/SharedPointer.h"
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#include "UObject/NoExportTypes.h"
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// Forward Declarations
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struct FMetaSoundFrontendDocumentBuilder;
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namespace Metasound::Frontend
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{
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// Specialized node that connects an input node's single output to various input destinations.
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// While similar to reroute nodes, primarily exists to visually distinguish an input having multiple
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// locations in a visual graph while sharing implementation at runtime, while also differentiating
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// general input style from a typical reroute.
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class METASOUNDFRONTEND_API FInputNodeTemplate : public FRerouteNodeTemplate
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{
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public:
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static const FMetasoundFrontendClassName ClassName;
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static const FMetasoundFrontendVersionNumber VersionNumber;
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static const FInputNodeTemplate& GetChecked();
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static const FNodeRegistryKey& GetRegistryKey();
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virtual ~FInputNodeTemplate() = default;
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#if WITH_EDITOR
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// Adds template node and connects with the input of the provided name on the page with
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// the provided id (defaults to builder's build page ID if not provided)
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static const FMetasoundFrontendNode* CreateNode(FMetaSoundFrontendDocumentBuilder& InOutBuilder, FName InputName, const FGuid* InPageID = nullptr);
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#endif // WITH_EDITOR
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virtual const TArray<FMetasoundFrontendClassInputDefault>* FindNodeClassInputDefaults(const FMetaSoundFrontendDocumentBuilder& InBuilder, const FGuid& InPageID, const FGuid& InNodeID, FName VertexName) const override;
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virtual const FMetasoundFrontendClassName& GetClassName() const override;
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#if WITH_EDITOR
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virtual FText GetNodeDisplayName(const IMetaSoundDocumentInterface& Interface, const FGuid& InPageID, const FGuid& InNodeID) const override;
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#endif // WITH_EDITOR
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virtual const FMetasoundFrontendClass& GetFrontendClass() const override;
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virtual EMetasoundFrontendVertexAccessType GetNodeInputAccessType(const FMetaSoundFrontendDocumentBuilder& InBuilder, const FGuid& InPageID, const FGuid& InNodeID, const FGuid& InVertexID) const override;
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virtual EMetasoundFrontendVertexAccessType GetNodeOutputAccessType(const FMetaSoundFrontendDocumentBuilder& InBuilder, const FGuid& InPageID, const FGuid& InNodeID, const FGuid& InVertexID) const override;
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#if WITH_EDITOR
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virtual FText GetOutputVertexDisplayName(const FMetaSoundFrontendDocumentBuilder& InBuilder, const FGuid& InPageID, const FGuid& InNodeID, FName OutputName) const override;
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virtual bool HasRequiredConnections(const FMetaSoundFrontendDocumentBuilder& InBuilder, const FGuid& InPageID, const FGuid& InNodeID, FString* OutMessage = nullptr) const override;
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// Injects template nodes between builder's document inputs not connected
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// to existing template inputs, copying locational data from the represented
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// input metadata. If bForceNodeCreation is false, only generates a template
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// input node if a connection between the input and other nodes exists. If true,
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// will inject template node irrespective of whether or not the input has connections.
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bool Inject(FMetaSoundFrontendDocumentBuilder& InOutBuilder, bool bForceNodeCreation = false) const;
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#endif // WITH_EDITOR
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virtual bool IsInputAccessTypeDynamic() const override;
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virtual bool IsInputConnectionUserModifiable() const override;
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virtual bool IsOutputAccessTypeDynamic() const override;
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};
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} // namespace Metasound::Frontend
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