// // Copyright 2016 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // #ifndef USDUI_GENERATED_SCENEGRAPHPRIMAPI_H #define USDUI_GENERATED_SCENEGRAPHPRIMAPI_H /// \file usdUI/sceneGraphPrimAPI.h #include "pxr/pxr.h" #include "pxr/usd/usdUI/api.h" #include "pxr/usd/usd/apiSchemaBase.h" #include "pxr/usd/usd/prim.h" #include "pxr/usd/usd/stage.h" #include "pxr/usd/usdUI/tokens.h" #include "pxr/base/vt/value.h" #include "pxr/base/gf/vec3d.h" #include "pxr/base/gf/vec3f.h" #include "pxr/base/gf/matrix4d.h" #include "pxr/base/tf/token.h" #include "pxr/base/tf/type.h" PXR_NAMESPACE_OPEN_SCOPE class SdfAssetPath; // -------------------------------------------------------------------------- // // SCENEGRAPHPRIMAPI // // -------------------------------------------------------------------------- // /// \class UsdUISceneGraphPrimAPI /// /// /// Utility schema for display properties of a prim /// /// /// For any described attribute \em Fallback \em Value or \em Allowed \em Values below /// that are text/tokens, the actual token is published and defined in \ref UsdUITokens. /// So to set an attribute to the value "rightHanded", use UsdUITokens->rightHanded /// as the value. /// class UsdUISceneGraphPrimAPI : public UsdAPISchemaBase { public: /// Compile time constant representing what kind of schema this class is. /// /// \sa UsdSchemaType static const UsdSchemaType schemaType = UsdSchemaType::SingleApplyAPI; /// Construct a UsdUISceneGraphPrimAPI on UsdPrim \p prim . /// Equivalent to UsdUISceneGraphPrimAPI::Get(prim.GetStage(), prim.GetPath()) /// for a \em valid \p prim, but will not immediately throw an error for /// an invalid \p prim explicit UsdUISceneGraphPrimAPI(const UsdPrim& prim=UsdPrim()) : UsdAPISchemaBase(prim) { } /// Construct a UsdUISceneGraphPrimAPI on the prim held by \p schemaObj . /// Should be preferred over UsdUISceneGraphPrimAPI(schemaObj.GetPrim()), /// as it preserves SchemaBase state. explicit UsdUISceneGraphPrimAPI(const UsdSchemaBase& schemaObj) : UsdAPISchemaBase(schemaObj) { } /// Destructor. USDUI_API virtual ~UsdUISceneGraphPrimAPI(); /// Return a vector of names of all pre-declared attributes for this schema /// class and all its ancestor classes. Does not include attributes that /// may be authored by custom/extended methods of the schemas involved. USDUI_API static const TfTokenVector & GetSchemaAttributeNames(bool includeInherited=true); /// Return a UsdUISceneGraphPrimAPI holding the prim adhering to this /// schema at \p path on \p stage. If no prim exists at \p path on /// \p stage, or if the prim at that path does not adhere to this schema, /// return an invalid schema object. This is shorthand for the following: /// /// \code /// UsdUISceneGraphPrimAPI(stage->GetPrimAtPath(path)); /// \endcode /// USDUI_API static UsdUISceneGraphPrimAPI Get(const UsdStagePtr &stage, const SdfPath &path); /// Applies this single-apply API schema to the given \p prim. /// This information is stored by adding "SceneGraphPrimAPI" to the /// token-valued, listOp metadata \em apiSchemas on the prim. /// /// \return A valid UsdUISceneGraphPrimAPI object is returned upon success. /// An invalid (or empty) UsdUISceneGraphPrimAPI object is returned upon /// failure. See \ref UsdPrim::ApplyAPI() for conditions /// resulting in failure. /// /// \sa UsdPrim::GetAppliedSchemas() /// \sa UsdPrim::HasAPI() /// \sa UsdPrim::ApplyAPI() /// \sa UsdPrim::RemoveAPI() /// USDUI_API static UsdUISceneGraphPrimAPI Apply(const UsdPrim &prim); protected: /// Returns the type of schema this class belongs to. /// /// \sa UsdSchemaType USDUI_API UsdSchemaType _GetSchemaType() const override; private: // needs to invoke _GetStaticTfType. friend class UsdSchemaRegistry; USDUI_API static const TfType &_GetStaticTfType(); static bool _IsTypedSchema(); // override SchemaBase virtuals. USDUI_API const TfType &_GetTfType() const override; public: // --------------------------------------------------------------------- // // DISPLAYNAME // --------------------------------------------------------------------- // /// When publishing a nodegraph or a material, it can be useful to /// provide an optional display name, for readability. /// /// /// | || /// | -- | -- | /// | Declaration | `uniform token ui:displayName` | /// | C++ Type | TfToken | /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Token | /// | \ref SdfVariability "Variability" | SdfVariabilityUniform | USDUI_API UsdAttribute GetDisplayNameAttr() const; /// See GetDisplayNameAttr(), and also /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create. /// If specified, author \p defaultValue as the attribute's default, /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true - /// the default for \p writeSparsely is \c false. USDUI_API UsdAttribute CreateDisplayNameAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const; public: // --------------------------------------------------------------------- // // DISPLAYGROUP // --------------------------------------------------------------------- // /// When publishing a nodegraph or a material, it can be useful to /// provide an optional display group, for organizational purposes and /// readability. This is because often the usd shading hierarchy is rather /// flat while we want to display it in organized groups. /// /// /// | || /// | -- | -- | /// | Declaration | `uniform token ui:displayGroup` | /// | C++ Type | TfToken | /// | \ref Usd_Datatypes "Usd Type" | SdfValueTypeNames->Token | /// | \ref SdfVariability "Variability" | SdfVariabilityUniform | USDUI_API UsdAttribute GetDisplayGroupAttr() const; /// See GetDisplayGroupAttr(), and also /// \ref Usd_Create_Or_Get_Property for when to use Get vs Create. /// If specified, author \p defaultValue as the attribute's default, /// sparsely (when it makes sense to do so) if \p writeSparsely is \c true - /// the default for \p writeSparsely is \c false. USDUI_API UsdAttribute CreateDisplayGroupAttr(VtValue const &defaultValue = VtValue(), bool writeSparsely=false) const; public: // ===================================================================== // // Feel free to add custom code below this line, it will be preserved by // the code generator. // // Just remember to: // - Close the class declaration with }; // - Close the namespace with PXR_NAMESPACE_CLOSE_SCOPE // - Close the include guard with #endif // ===================================================================== // // --(BEGIN CUSTOM CODE)-- }; PXR_NAMESPACE_CLOSE_SCOPE #endif