95 lines
3.8 KiB
Ucode
95 lines
3.8 KiB
Ucode
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/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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* MaterialExpressionMaterialFunctionCall - an expression which allows a material to use a material function
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*/
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class MaterialExpressionMaterialFunctionCall extends MaterialExpression
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native(Material)
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hidecategories(object);
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/** The function to call. */
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var() MaterialFunction MaterialFunction;
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/** Struct that stores information about a function input which is needed to maintain connections and implement the function call. */
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struct native FunctionExpressionInput
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{
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/**
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* Reference to the FunctionInput in the material function.
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* This is a reference to a private object so it can't be saved, and must be generated by UpdateFromFunctionResource or SetMaterialFunction.
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*/
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var transient MaterialExpressionFunctionInput ExpressionInput;
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/** Id of the FunctionInput, used to link ExpressionInput. */
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var guid ExpressionInputId;
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/** Actual input struct which stores information about how this input is connected in the material. */
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var ExpressionInput Input;
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};
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/** Array of all the function inputs that this function exposes. */
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var array<FunctionExpressionInput> FunctionInputs;
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/** Struct that stores information about a function output which is needed to maintain connections and implement the function call. */
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struct native FunctionExpressionOutput
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{
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/**
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* Reference to the FunctionOutput in the material function.
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* This is a reference to a private object so it can't be saved, and must be generated by UpdateFromFunctionResource or SetMaterialFunction.
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*/
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var transient MaterialExpressionFunctionOutput ExpressionOutput;
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/** Id of the FunctionOutput, used to link ExpressionOutput. */
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var guid ExpressionOutputId;
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/** Actual output struct which stores information about how this output is connected in the material. */
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var ExpressionOutput Output;
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};
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/** Array of all the function outputs that this function exposes. */
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var array<FunctionExpressionOutput> FunctionOutputs;
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cpptext
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{
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// UObject interface
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virtual void PreEditChange(UProperty* PropertyAboutToChange);
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent);
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// UMaterialExpression interface
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virtual INT Compile(FMaterialCompiler* Compiler, INT OutputIndex);
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virtual FString GetCaption() const;
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void SwapReferenceTo( UMaterialExpression* OldExpression, UMaterialExpression* NewExpression );
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virtual const TArray<FExpressionInput*> GetInputs();
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virtual FExpressionInput* GetInput(INT InputIndex);
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virtual FString GetInputName(INT InputIndex) const;
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virtual UBOOL IsInputConnectionRequired(INT InputIndex) const;
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virtual void GetConnectorToolTip(INT InputIndex, INT OutputIndex, TArray<FString>& OutToolTip);
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virtual void GetExpressionToolTip(TArray<FString>& OutToolTip);
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virtual UBOOL MatchesSearchQuery( const TCHAR* SearchQuery );
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/** Sets a new material function, given an old function so that links can be passed over if the name matches. */
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void SetMaterialFunction(UMaterialFunction* ThisFunctionResource, UMaterialFunction* OldFunctionResource, UMaterialFunction* NewResource);
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/**
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* Updates FunctionInputs and FunctionOutputs from the MaterialFunction.
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* This must be called to keep the inputs and outputs up to date with the function being used.
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*/
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void UpdateFromFunctionResource();
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private:
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/** Helper that fixes up expression links where possible. */
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void FixupReferencingExpressions(
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const TArray<FFunctionExpressionOutput>& NewOutputs,
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const TArray<FFunctionExpressionOutput>& OriginalOutputs,
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TArray<UMaterialExpression*>& Expressions,
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TArray<FExpressionInput*>& MaterialInputs,
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UBOOL bMatchByName);
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};
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defaultproperties
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{
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bShowOutputNameOnPin=true
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bHidePreviewWindow=true
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MenuCategories(0)="Functions"
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BorderColor=(R=0,G=116,B=255)
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}
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