Files
UnrealEngineUWP/Engine/Plugins/Runtime/Metasound/Source/MetasoundFrontend/Public/NodeTemplates/MetasoundFrontendNodeTemplateInput.h
rob gay 90a387e395 Checkpoint on Resolve Page logic rework to support input default literals
#jira UE-219821
#rb phil.popp
#rnx
[FYI] sondra.moyls

[CL 35503142 by rob gay in ue5-main branch]
2024-08-13 14:58:36 -04:00

68 lines
3.5 KiB
C++

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