/* * Copyright (c) <2021> Side Effects Software Inc. * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * 2. The name of Side Effects Software may not be used to endorse or * promote products derived from this software without specific prior * written permission. * * THIS SOFTWARE IS PROVIDED BY SIDE EFFECTS SOFTWARE "AS IS" AND ANY EXPRESS * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN * NO EVENT SHALL SIDE EFFECTS SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, * OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, * EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #pragma once #include "HoudiniParameter.h" #include "HoudiniParameterString.generated.h" UCLASS() class HOUDINIENGINERUNTIME_API UHoudiniParameterString : public UHoudiniParameter { GENERATED_UCLASS_BODY() public: // Create instance of this class. static UHoudiniParameterString * Create( UObject* Outer, const FString& ParamName); // Accessor FString GetValueAt(const uint32& Index) const { return Values.IsValidIndex(Index) ? Values[Index] : FString(); }; UObject* GetAssetAt(const uint32& Index) const { return ChosenAssets.IsValidIndex(Index) ? ChosenAssets[Index] : nullptr; }; int32 GetNumberOfValues() { return Values.Num(); }; bool IsAssetRef() const { return bIsAssetRef; }; bool IsDefaultValueAtIndex(const int32& Idx) const; bool IsDefault() const override; // Mutators void SetIsAssetRef(const bool& InIsAssetRef) { bIsAssetRef = InIsAssetRef; }; bool SetValueAt(const FString& InValue, const uint32& Index); void SetAssetAt(UObject* InObject, const uint32& Index); void SetNumberOfValues(const uint32& InNumValues) { Values.SetNum(InNumValues); ChosenAssets.SetNum(InNumValues); }; TArray & GetChosenAssets() { return ChosenAssets; }; void SetDefaultValues(); // Utility // Get the asset reference string for a given UObject static FString GetAssetReference(UObject* InObject); protected: // Values of this property. UPROPERTY() TArray< FString > Values; UPROPERTY() TArray< FString > DefaultValues; UPROPERTY() TArray ChosenAssets; // Indicates this string parameter should be treated as an asset reference // and display an object picker UPROPERTY() bool bIsAssetRef; };