Files
UnrealEngine/Engine/Plugins/Runtime/Metasound/Source/MetasoundFrontend/Private/MetasoundFrontendGraphController.h
2025-05-18 13:04:45 +08:00

289 lines
14 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MetasoundBuilderInterface.h"
#include "MetasoundFrontendController.h"
#include "MetasoundFrontendDocument.h"
#include "MetasoundFrontendDocumentAccessPtr.h"
// Forward Declarations
class UClass;
namespace Metasound
{
// Forward Declarations
class INodeTemplate;
namespace Frontend
{
// Convenience functions used for finding targeted graph to mutate as the transition away from controllers
// is on-going, however documents can now contain multiple graph topologies (i.e. paged graphs) to select from.
const FMetasoundFrontendGraph& FindConstBuildGraphChecked(const FMetasoundFrontendGraphClass& InGraphClass);
FMetasoundFrontendGraph& FindBuildGraphChecked(FMetasoundFrontendGraphClass& InGraphClass);
/** FGraphController represents a Metasound graph class. */
class FGraphController : public IGraphController
{
// Private token only allows members or friends to call constructor.
enum EPrivateToken { Token };
public:
struct FInitParams
{
FGraphClassAccessPtr GraphClassPtr;
FDocumentHandle OwningDocument;
};
// Constructor takes a private token so it can only be instantiated by
// using the static creation functions. This protects against some
// error conditions which would result in a zombie object. The creation
// methods can detect the error conditions and return an invalid controller
// on error
FGraphController(EPrivateToken InToken, const FInitParams& InParams);
/** Create a graph handle.
*
* @return A graph handle. On error, an invalid handle is returned.
*/
static FGraphHandle CreateGraphHandle(const FInitParams& InParams);
/** Create a graph handle.
*
* @return A graph handle. On error, an invalid handle is returned.
*/
static FConstGraphHandle CreateConstGraphHandle(const FInitParams& InParams);
virtual ~FGraphController() = default;
bool IsValid() const override;
FGuid GetClassID() const override;
#if WITH_EDITOR
FText GetDisplayName() const override;
#endif // WITH_EDITOR
TArray<FVertexName> GetInputVertexNames() const override;
TArray<FVertexName> GetOutputVertexNames() const override;
FConstClassInputAccessPtr FindClassInputWithName(const FVertexName& InName) const override;
FConstClassOutputAccessPtr FindClassOutputWithName(const FVertexName& InName) const override;
FGuid GetVertexIDForInputVertex(const FVertexName& InInputName) const override;
FGuid GetVertexIDForOutputVertex(const FVertexName& InOutputName) const override;
TArray<FNodeHandle> GetNodes() override;
TArray<FConstNodeHandle> GetConstNodes() const override;
FConstNodeHandle GetNodeWithID(FGuid InNodeID) const override;
FNodeHandle GetNodeWithID(FGuid InNodeID) override;
TArray<FNodeHandle> GetInputNodes() override;
TArray<FConstNodeHandle> GetConstInputNodes() const override;
virtual const TSet<FName>& GetInputsInheritingDefault() const override;
virtual bool SetInputInheritsDefault(FName InName, bool bInputInheritsDefault) override;
virtual void SetInputsInheritingDefault(TSet<FName>&& InNames) override;
virtual FVariableHandle AddVariable(const FName& InDataType) override;
virtual FVariableHandle FindVariable(const FGuid& InVariableID) override;
virtual FConstVariableHandle FindVariable(const FGuid& InVariableID) const override;
virtual FVariableHandle FindVariableContainingNode(const FGuid& InNodeID) override;
virtual FConstVariableHandle FindVariableContainingNode(const FGuid& InNodeID) const override;
virtual bool RemoveVariable(const FGuid& InVariableID) override;
virtual TArray<FVariableHandle> GetVariables() override;
virtual TArray<FConstVariableHandle> GetVariables() const override;
virtual FNodeHandle FindOrAddVariableMutatorNode(const FGuid& InVariableID) override;
virtual FNodeHandle AddVariableAccessorNode(const FGuid& InVariableID) override;
virtual FNodeHandle AddVariableDeferredAccessorNode(const FGuid& InVariableID) override;
void ClearGraph() override;
void IterateNodes(TFunctionRef<void(FNodeHandle)> InFunction, EMetasoundFrontendClassType InClassType) override;
void IterateConstNodes(TFunctionRef<void(FConstNodeHandle)> InFunction, EMetasoundFrontendClassType InClassType) const override;
TArray<FNodeHandle> GetOutputNodes() override;
TArray<FConstNodeHandle> GetConstOutputNodes() const override;
#if WITH_EDITOR
virtual const FMetasoundFrontendGraphStyle& GetGraphStyle() const override;
virtual const FMetasoundFrontendInterfaceStyle& GetInputStyle() const override;
virtual const FMetasoundFrontendInterfaceStyle& GetOutputStyle() const override;
virtual void SetGraphStyle(FMetasoundFrontendGraphStyle Style) override;
virtual void SetInputStyle(FMetasoundFrontendInterfaceStyle Style) override;
virtual void SetOutputStyle(FMetasoundFrontendInterfaceStyle Style) override;
#endif // WITH_EDITOR
bool ContainsInputVertex(const FVertexName& InName, const FName& InTypeName) const override;
bool ContainsInputVertexWithName(const FVertexName& InName) const override;
bool ContainsOutputVertex(const FVertexName& InName, const FName& InTypeName) const override;
bool ContainsOutputVertexWithName(const FVertexName& InName) const override;
FConstNodeHandle GetInputNodeWithName(const FVertexName& InName) const override;
FConstNodeHandle GetOutputNodeWithName(const FVertexName& InName) const override;
FNodeHandle GetInputNodeWithName(const FVertexName& InName) override;
FNodeHandle GetOutputNodeWithName(const FVertexName& InName) override;
FNodeHandle AddInputVertex(const FMetasoundFrontendClassInput& InDescription) override;
bool RemoveInputVertex(const FVertexName& InName) override;
FNodeHandle AddOutputVertex(const FMetasoundFrontendClassOutput& InDescription) override;
FNodeHandle AddOutputVertex(const FVertexName& InName, const FName InTypeName) override;
bool RemoveOutputVertex(const FVertexName& InName) override;
void UpdateInterfaceChangeID() override;
// This can be used to determine what kind of property editor we should use for the data type of a given input.
// Will return Invalid if the input couldn't be found, or if the input doesn't support any kind of literals.
ELiteralType GetPreferredLiteralTypeForInputVertex(const FVertexName& InInputName) const override;
// For inputs whose preferred literal type is UObject or UObjectArray, this can be used to determine the UObject corresponding to that input's datatype.
UClass* GetSupportedClassForInputVertex(const FVertexName& InInputName) override;
FMetasoundFrontendLiteral GetDefaultInput(const FGuid& InVertexID) const override;
// These can be used to set the default value for a given input on this graph.
// @returns false if the input name couldn't be found, or if the literal type was incompatible with the Data Type of this input.
bool SetDefaultInput(const FGuid& InVertexID, const FMetasoundFrontendLiteral& InLiteral) override;
bool SetDefaultInputToDefaultLiteralOfType(const FGuid& InVertexID) override;
#if WITH_EDITOR
// Get the description for the input with the given name.
const FText& GetInputDescription(const FVertexName& InName) const override;
// Get the description for the output with the given name.
const FText& GetOutputDescription(const FVertexName& InName) const override;
// Set the description for the input with the given name
void SetInputDescription(const FVertexName& InName, const FText& InDescription) override;
// Set the description for the input with the given name
void SetOutputDescription(const FVertexName& InName, const FText& InDescription) override;
// Set the display name for the input with the given name
void SetInputDisplayName(const FVertexName& InName, const FText& InDisplayName) override;
// Set the display name for the output with the given name
void SetOutputDisplayName(const FVertexName& InName, const FText& InDisplayName) override;
#endif // WITH_EDITOR
#if WITH_EDITORONLY_DATA
int32 GetSortOrderIndexForInput(const FVertexName& InName) const override;
int32 GetSortOrderIndexForOutput(const FVertexName& InName) const override;
#endif // WITH_EDITORONLY_DATA
#if WITH_EDITOR
void SetSortOrderIndexForInput(const FVertexName& InName, int32 InSortOrderIndex) override;
void SetSortOrderIndexForOutput(const FVertexName& InName, int32 InSortOrderIndex) override;
#endif // WITH_EDITOR
// This can be used to clear the current literal for a given input.
// @returns false if the input name couldn't be found.
bool ClearLiteralForInput(const FVertexName& InInputName, FGuid InVertexID) override;
FNodeHandle AddNode(const FNodeRegistryKey& InNodeClass, FGuid InNodeGuid) override;
FNodeHandle AddNode(const FMetasoundFrontendClassMetadata& InClassMetadata, FGuid InNodeGuid) override;
FNodeHandle AddDuplicateNode(const INodeController& InNode) override;
FNodeHandle AddTemplateNode(const INodeTemplate& InNodeTemplate, FNodeTemplateGenerateInterfaceParams Params, FGuid InNodeGuid = FGuid::NewGuid()) override;
// Remove the node corresponding to this node handle.
// On success, invalidates the received node handle.
bool RemoveNode(INodeController& InNode) override;
const FMetasoundFrontendGraphClassPresetOptions& GetGraphPresetOptions() const override;
void SetGraphPresetOptions(const FMetasoundFrontendGraphClassPresetOptions& InPresetOptions) override;
const FMetasoundFrontendClassMetadata& GetGraphMetadata() const override;
void SetGraphMetadata(const FMetasoundFrontendClassMetadata& InClassMetadata) override;
FNodeHandle CreateEmptySubgraph(const FMetasoundFrontendClassMetadata& InInfo) override;
TUniquePtr<IOperator> BuildOperator(const FOperatorSettings& InSettings, const FMetasoundEnvironment& InEnvironment, FBuildResults& OutBuildErrors) const override;
FDocumentHandle GetOwningDocument() override;
FConstDocumentHandle GetOwningDocument() const override;
// Exposed to aid in transition of controller API to Document Builder API
virtual const FMetasoundFrontendClassInput* FindInputDescriptionWithName(const FVertexName& InName) const;
virtual const FMetasoundFrontendClassInput* FindInputDescriptionWithVertexID(const FGuid& InVertexID) const;
virtual const FMetasoundFrontendClassOutput* FindOutputDescriptionWithName(const FVertexName& InName) const;
virtual const FMetasoundFrontendClassOutput* FindOutputDescriptionWithVertexID(const FGuid& InVertexID) const;
protected:
FDocumentAccess ShareAccess() override;
FConstDocumentAccess ShareAccess() const override;
private:
FGuid FindVariableIDOfVariableContainingNode(const FGuid& InNodeID) const;
FMetasoundFrontendVariable* FindFrontendVariable(const FGuid& InVariableID);
const FMetasoundFrontendVariable* FindFrontendVariable(const FGuid& InVariableID) const;
FNodeHandle FindHeadNodeInVariableStack(const FGuid& InVariableID);
FNodeHandle FindTailNodeInVariableStack(const FGuid& InVariableID);
void RemoveNodeIDFromAssociatedVariable(const INodeController& InNode);
// Remove variable node from variable stack, and reconnect variable to remaining nodes.
void SpliceVariableNodeFromVariableStack(INodeController& InNode);
FNodeHandle AddNode(FConstClassAccessPtr InExistingDependency, FGuid InNodeGuid);
bool RemoveNode(const FMetasoundFrontendNode& InDesc);
bool RemoveInput(const FMetasoundFrontendNode& InNode);
bool RemoveOutput(const FMetasoundFrontendNode& InNode);
FNodeHandle GetNodeByPredicate(TFunctionRef<bool (const FMetasoundFrontendClass&, const FMetasoundFrontendNode&)> InPredicate);
FConstNodeHandle GetNodeByPredicate(TFunctionRef<bool (const FMetasoundFrontendClass&, const FMetasoundFrontendNode&)> InPredicate) const;
TArray<FNodeHandle> GetNodesByPredicate(TFunctionRef<bool (const FMetasoundFrontendClass&, const FMetasoundFrontendNode&)> InFilterFunc);
TArray<FConstNodeHandle> GetNodesByPredicate(TFunctionRef<bool (const FMetasoundFrontendClass&, const FMetasoundFrontendNode&)> InFilterFunc) const;
struct FNodeAndClass
{
FNodeAccessPtr Node;
FConstClassAccessPtr Class;
};
struct FConstNodeAndClass
{
FConstNodeAccessPtr Node;
FConstClassAccessPtr Class;
};
bool ContainsNodesAndClassesByPredicate(TFunctionRef<bool (const FMetasoundFrontendClass&, const FMetasoundFrontendNode&)> InPredicate) const;
TArray<FNodeAndClass> GetNodesAndClasses();
TArray<FConstNodeAndClass> GetNodesAndClasses() const;
TArray<FNodeAndClass> GetNodesAndClassesByPredicate(TFunctionRef<bool (const FMetasoundFrontendClass&, const FMetasoundFrontendNode&)> InPredicate);
TArray<FConstNodeAndClass> GetNodesAndClassesByPredicate(TFunctionRef<bool (const FMetasoundFrontendClass&, const FMetasoundFrontendNode&)> InPredicate) const;
TArray<FNodeHandle> GetNodeHandles(TArrayView<const FNodeAndClass> InNodesAndClasses);
TArray<FConstNodeHandle> GetNodeHandles(TArrayView<const FConstNodeAndClass> InNodesAndClasses) const;
FNodeHandle GetNodeHandle(const FNodeAndClass& InNodeAndClass);
FConstNodeHandle GetNodeHandle(const FConstNodeAndClass& InNodeAndClass) const;
FMetasoundFrontendClassInput* FindInputDescriptionWithName(const FVertexName& InName);
FMetasoundFrontendClassInput* FindInputDescriptionWithVertexID(const FGuid& InVertexID);
FMetasoundFrontendClassOutput* FindOutputDescriptionWithName(const FVertexName& InName);
FMetasoundFrontendClassOutput* FindOutputDescriptionWithVertexID(const FGuid& InVertexID);
FClassInputAccessPtr FindInputDescriptionWithNodeID(FGuid InNodeID);
FConstClassInputAccessPtr FindInputDescriptionWithNodeID(FGuid InNodeID) const;
FClassOutputAccessPtr FindOutputDescriptionWithNodeID(FGuid InNodeID);
FConstClassOutputAccessPtr FindOutputDescriptionWithNodeID(FGuid InNodeID) const;
FGraphClassAccessPtr GraphClassPtr;
FDocumentHandle OwningDocument;
};
}
}