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Andron666 9c38e93fa4 part7
2022-12-05 20:31:35 +05:00

91 lines
2.9 KiB
C++

/*
* 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<UObject*> & 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<UObject*> ChosenAssets;
// Indicates this string parameter should be treated as an asset reference
// and display an object picker
UPROPERTY()
bool bIsAssetRef;
};