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1.) Move Bindings to own registry 2.) Nuke source files & left over cruft relating to archetypes 3.) Move deprecated interface registration next to respective interfaces for clarity 4.) Rename "FMetasoundFrontendInterfaceBindingConnections" to "FMetasoundFrontendInterfaceVertexBindings" #rb phil.popp #preflight 640f6852d778f889752a5bd1 [CL 24622079 by rob gay in ue5-main branch]
56 lines
2.7 KiB
C++
56 lines
2.7 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 "UObject/NoExportTypes.h"
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namespace Metasound::Frontend
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{
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class METASOUNDFRONTEND_API FInterfaceBindingRegistryEntry
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{
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const FMetasoundFrontendVersion OutputInterfaceVersion;
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const TArray<FMetasoundFrontendInterfaceVertexBinding> VertexBindings;
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const int32 BindingPriority = 0;
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public:
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FInterfaceBindingRegistryEntry(const FMetasoundFrontendInterfaceBinding& InBinding);
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virtual ~FInterfaceBindingRegistryEntry() = default;
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// Returns the output interface version corresponding with the given binding entry.
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const FMetasoundFrontendVersion& GetOutputInterfaceVersion() const;
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// Returns array of FName pairs that describe how the output and input interfaces are to bind
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const TArray<FMetasoundFrontendInterfaceVertexBinding>& GetVertexBindings() const;
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// If two binding registry entries match output & input interfaces versions, integer corresponds
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// to which binding takes priority for a given bind operation. Lower numbers are higher priority.
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int32 GetBindingPriority() const;
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};
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// Registry of interface bindings, a way to characterize how MetaSound node instances that implement
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// a give set of interfaces "bind" to other nodes that implement a second set set of interfaces. Binding
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// is an abstracted way to connect two nodes together using multiple edges as defined through this registry.
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// Accessing this registry is currently not thread safe and only expected to be occur on the Game Thread.
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class METASOUNDFRONTEND_API IInterfaceBindingRegistry
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{
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public:
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// Returns binding registry singleton.
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static IInterfaceBindingRegistry& Get();
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// Find all bindings associated with the given input interface version. Returns true if interface binding is found, false if not.
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virtual bool FindInterfaceBindingEntries(const FMetasoundFrontendVersion& InInputInterfaceVersion, TArray<const FInterfaceBindingRegistryEntry*>& OutEntries) const = 0;
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// Add interface bindings to the registry.
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virtual void RegisterInterfaceBinding(const FMetasoundFrontendVersion& InInputInterfaceVersion, TUniquePtr<FInterfaceBindingRegistryEntry>&& InEntry) = 0;
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// Removes an interface binding from registry.
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virtual bool UnregisterInterfaceBinding(const FMetasoundFrontendVersion& InInputInterfaceVersion, const FMetasoundFrontendVersion& InOutputInterfaceVersion) = 0;
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// Removes all interface bindings associated with the given input interface if found. Returns true if found and removed, false if not found.
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virtual bool UnregisterAllInterfaceBindings(const FMetasoundFrontendVersion& InInputInterfaceVersion) = 0;
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};
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} // namespace Metasound::Frontend
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