82 lines
2.1 KiB
C++
82 lines
2.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "MuR/Ptr.h"
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#include "MuR/RefCounted.h"
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#include "MuR/Serialisation.h"
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namespace mu
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{
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// Forward declarations
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class FTable;
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class FMesh;
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class FImage;
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/** Types of the values for the table cells. */
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enum class ETableColumnType : uint32
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{
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None,
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Scalar,
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Color,
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Image,
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Mesh,
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String
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};
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//! A table that contains many rows and defines attributes like meshes, images,
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//! colours, etc. for every column. It is useful to define a big number of similarly structured
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//! objects, by using the NodeDatabase in a model expression.
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//! \ingroup model
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class MUTABLETOOLS_API FTable : public RefCounted
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{
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public:
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FTable();
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//-----------------------------------------------------------------------------------------
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// Own interface
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//-----------------------------------------------------------------------------------------
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//!
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void SetName(const FString&);
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const FString& GetName() const;
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//!
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int32 AddColumn(const FString&, ETableColumnType );
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//! Return the column index with the given name. -1 if not found.
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int32 FindColumn(const FString&) const;
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//!
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void AddRow( uint32 id );
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//!
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void SetCell( int32 Column, uint32 RowId, float Value, const void* ErrorContext = nullptr);
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void SetCell( int32 Column, uint32 RowId, const FVector4f& Value, const void* ErrorContext = nullptr);
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void SetCell( int32 Column, uint32 RowId, TResourceProxy<FImage>* Value, const void* ErrorContext = nullptr);
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void SetCell( int32 Column, uint32 RowId, const TSharedPtr<FMesh>& Value, const void* ErrorContext = nullptr);
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void SetCell( int32 Column, uint32 RowId, const FString& Value, const void* ErrorContext = nullptr);
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//-----------------------------------------------------------------------------------------
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// Interface pattern
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//-----------------------------------------------------------------------------------------
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class Private;
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Private* GetPrivate() const;
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protected:
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/** Forbidden. Manage with the Ptr<> template. */
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~FTable();
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private:
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Private* m_pD;
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};
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}
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