1 //
2 // Copyright 2016 Pixar
3 //
4 // Licensed under the Apache License, Version 2.0 (the "Apache License")
5 // with the following modification; you may not use this file except in
6 // compliance with the Apache License and the following modification to it:
7 // Section 6. Trademarks. is deleted and replaced with:
8 //
9 // 6. Trademarks. This License does not grant permission to use the trade
10 //    names, trademarks, service marks, or product names of the Licensor
11 //    and its affiliates, except as required to comply with Section 4(c) of
12 //    the License and to reproduce the content of the NOTICE file.
13 //
14 // You may obtain a copy of the Apache License at
15 //
16 //     http://www.apache.org/licenses/LICENSE-2.0
17 //
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23 //
24 #ifndef USDUI_GENERATED_BACKDROP_H
25 #define USDUI_GENERATED_BACKDROP_H
26 
27 /// \file usdUI/backdrop.h
28 
29 #include "pxr/pxr.h"
30 #include "pxr/usd/usdUI/api.h"
31 #include "pxr/usd/usd/typed.h"
32 #include "pxr/usd/usd/prim.h"
33 #include "pxr/usd/usd/stage.h"
34 #include "pxr/usd/usdUI/tokens.h"
35 
36 #include "pxr/base/vt/value.h"
37 
38 #include "pxr/base/gf/vec3d.h"
39 #include "pxr/base/gf/vec3f.h"
40 #include "pxr/base/gf/matrix4d.h"
41 
42 #include "pxr/base/tf/token.h"
43 #include "pxr/base/tf/type.h"
44 
45 PXR_NAMESPACE_OPEN_SCOPE
46 
47 class SdfAssetPath;
48 
49 // -------------------------------------------------------------------------- //
50 // BACKDROP                                                                   //
51 // -------------------------------------------------------------------------- //
52 
53 /// \class UsdUIBackdrop
54 ///
55 /// Provides a 'group-box' for the purpose of node graph organization.
56 ///
57 /// Unlike containers, backdrops do not store the Shader nodes inside of them.
58 /// Backdrops are an organizational tool that allows Shader nodes to be visually
59 /// grouped together in a node-graph UI, but there is no direct relationship
60 /// between a Shader node and a Backdrop.
61 ///
62 /// The guideline for a node-graph UI is that a Shader node is considered part
63 /// of a Backdrop when the Backdrop is the smallest Backdrop a Shader node's
64 /// bounding-box fits inside.
65 ///
66 /// Backdrop objects are contained inside a NodeGraph, similar to how Shader
67 /// objects are contained inside a NodeGraph.
68 ///
69 /// Backdrops have no shading inputs or outputs that influence the rendered
70 /// results of a NodeGraph. Therefore they can be safely ignored during import.
71 ///
72 /// Like Shaders and NodeGraphs, Backdrops subscribe to the NodeGraphNodeAPI to
73 /// specify position and size.
74 ///
75 ///
76 /// For any described attribute \em Fallback \em Value or \em Allowed \em Values below
77 /// that are text/tokens, the actual token is published and defined in \ref UsdUITokens.
78 /// So to set an attribute to the value "rightHanded", use UsdUITokens->rightHanded
79 /// as the value.
80 ///
81 class UsdUIBackdrop : public UsdTyped
82 {
83 public:
84     /// Compile time constant representing what kind of schema this class is.
85     ///
86     /// \sa UsdSchemaKind
87     static const UsdSchemaKind schemaKind = UsdSchemaKind::ConcreteTyped;
88 
89     /// Construct a UsdUIBackdrop on UsdPrim \p prim .
90     /// Equivalent to UsdUIBackdrop::Get(prim.GetStage(), prim.GetPath())
91     /// for a \em valid \p prim, but will not immediately throw an error for
92     /// an invalid \p prim
93     explicit UsdUIBackdrop(const UsdPrim& prim=UsdPrim())
UsdTyped(prim)94         : UsdTyped(prim)
95     {
96     }
97 
98     /// Construct a UsdUIBackdrop on the prim held by \p schemaObj .
99     /// Should be preferred over UsdUIBackdrop(schemaObj.GetPrim()),
100     /// as it preserves SchemaBase state.
UsdUIBackdrop(const UsdSchemaBase & schemaObj)101     explicit UsdUIBackdrop(const UsdSchemaBase& schemaObj)
102         : UsdTyped(schemaObj)
103     {
104     }
105 
106     /// Destructor.
107     USDUI_API
108     virtual ~UsdUIBackdrop();
109 
110     /// Return a vector of names of all pre-declared attributes for this schema
111     /// class and all its ancestor classes.  Does not include attributes that
112     /// may be authored by custom/extended methods of the schemas involved.
113     USDUI_API
114     static const TfTokenVector &
115     GetSchemaAttributeNames(bool includeInherited=true);
116 
117     /// Return a UsdUIBackdrop holding the prim adhering to this
118     /// schema at \p path on \p stage.  If no prim exists at \p path on
119     /// \p stage, or if the prim at that path does not adhere to this schema,
120     /// return an invalid schema object.  This is shorthand for the following:
121     ///
122     /// \code
123     /// UsdUIBackdrop(stage->GetPrimAtPath(path));
124     /// \endcode
125     ///
126     USDUI_API
127     static UsdUIBackdrop
128     Get(const UsdStagePtr &stage, const SdfPath &path);
129 
130     /// Attempt to ensure a \a UsdPrim adhering to this schema at \p path
131     /// is defined (according to UsdPrim::IsDefined()) on this stage.
132     ///
133     /// If a prim adhering to this schema at \p path is already defined on this
134     /// stage, return that prim.  Otherwise author an \a SdfPrimSpec with
135     /// \a specifier == \a SdfSpecifierDef and this schema's prim type name for
136     /// the prim at \p path at the current EditTarget.  Author \a SdfPrimSpec s
137     /// with \p specifier == \a SdfSpecifierDef and empty typeName at the
138     /// current EditTarget for any nonexistent, or existing but not \a Defined
139     /// ancestors.
140     ///
141     /// The given \a path must be an absolute prim path that does not contain
142     /// any variant selections.
143     ///
144     /// If it is impossible to author any of the necessary PrimSpecs, (for
145     /// example, in case \a path cannot map to the current UsdEditTarget's
146     /// namespace) issue an error and return an invalid \a UsdPrim.
147     ///
148     /// Note that this method may return a defined prim whose typeName does not
149     /// specify this schema class, in case a stronger typeName opinion overrides
150     /// the opinion at the current EditTarget.
151     ///
152     USDUI_API
153     static UsdUIBackdrop
154     Define(const UsdStagePtr &stage, const SdfPath &path);
155 
156 protected:
157     /// Returns the kind of schema this class belongs to.
158     ///
159     /// \sa UsdSchemaKind
160     USDUI_API
161     UsdSchemaKind _GetSchemaKind() const override;
162 
163 private:
164     // needs to invoke _GetStaticTfType.
165     friend class UsdSchemaRegistry;
166     USDUI_API
167     static const TfType &_GetStaticTfType();
168 
169     static bool _IsTypedSchema();
170 
171     // override SchemaBase virtuals.
172     USDUI_API
173     const TfType &_GetTfType() const override;
174 
175 public:
176     // --------------------------------------------------------------------- //
177     // DESCRIPTION
178     // --------------------------------------------------------------------- //
179     /// The text label that is displayed on the backdrop in the node
180     /// graph. This help-description explains what the nodes in a backdrop do.
181     ///
182     ///
183     /// | ||
184     /// | -- | -- |
185     /// | Declaration | `uniform token ui:description` |
186     /// | C++ Type | TfToken |
187     /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Token |
188     /// | \ref SdfVariability "Variability" | SdfVariabilityUniform |
189     USDUI_API
190     UsdAttribute GetDescriptionAttr() const;
191 
192     /// See GetDescriptionAttr(), and also
193     /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create.
194     /// If specified, author \p defaultValue as the attribute's default,
195     /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true -
196     /// the default for \p writeSparsely is \c false.
197     USDUI_API
198     UsdAttribute CreateDescriptionAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const;
199 
200 public:
201     // ===================================================================== //
202     // Feel free to add custom code below this line, it will be preserved by
203     // the code generator.
204     //
205     // Just remember to:
206     //  - Close the class declaration with };
207     //  - Close the namespace with PXR_NAMESPACE_CLOSE_SCOPE
208     //  - Close the include guard with #endif
209     // ===================================================================== //
210     // --(BEGIN CUSTOM CODE)--
211 };
212 
213 PXR_NAMESPACE_CLOSE_SCOPE
214 
215 #endif
216