// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Containers/Array.h" #include "CoreMinimal.h" #include "EdGraph/EdGraphNode.h" #include "EdGraph/EdGraphPin.h" #include "HAL/Platform.h" #include "Internationalization/Text.h" #include "K2Node.h" #include "UObject/NameTypes.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "K2Node_FormatText.generated.h" class FBlueprintActionDatabaseRegistrar; class FString; class UEdGraph; class UObject; UCLASS(MinimalAPI) class UK2Node_FormatText : public UK2Node { GENERATED_UCLASS_BODY() //~ Begin UObject Interface virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override; //~ End UObject Interface //~ Begin UEdGraphNode Interface. virtual void AllocateDefaultPins() override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual bool ShouldShowNodeProperties() const override { return true; } virtual void PinConnectionListChanged(UEdGraphPin* Pin) override; virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override; virtual void PinTypeChanged(UEdGraphPin* Pin) override; virtual FText GetTooltipText() const override; virtual FText GetPinDisplayName(const UEdGraphPin* Pin) const override; //~ End UEdGraphNode Interface. //~ Begin UK2Node Interface. virtual bool IsNodePure() const override { return true; } virtual bool NodeCausesStructuralBlueprintChange() const override { return true; } virtual void PostReconstructNode() override; virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override; virtual ERedirectType DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const override; virtual bool IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const override; virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; virtual FText GetMenuCategory() const override; virtual int32 GetNodeRefreshPriority() const override { return EBaseNodeRefreshPriority::Low_UsesDependentWildcard; } //~ End UK2Node Interface. public: /** Adds a new pin to the node */ BLUEPRINTGRAPH_API void AddArgumentPin(); /** Returns the number of arguments currently available in the node */ int32 GetArgumentCount() const { return PinNames.Num(); } /** * Returns argument name based on argument index * * @param InIndex The argument's index to find the name for * @return Returns the argument's name if available */ BLUEPRINTGRAPH_API FText GetArgumentName(int32 InIndex) const; /** Removes the argument at a given index */ BLUEPRINTGRAPH_API void RemoveArgument(int32 InIndex); /** * Sets an argument name * * @param InIndex The argument's index to find the name for * @param InName Name to set the argument to */ BLUEPRINTGRAPH_API void SetArgumentName(int32 InIndex, FName InName); /** Swaps two arguments by index */ BLUEPRINTGRAPH_API void SwapArguments(int32 InIndexA, int32 InIndexB); /** returns Format pin */ BLUEPRINTGRAPH_API UEdGraphPin* GetFormatPin() const; /** Returns TRUE if the arguments are allowed to be edited */ bool CanEditArguments() const { return GetFormatPin()->LinkedTo.Num() > 0; } /** * Finds an argument pin by name, checking strings in a strict, case sensitive fashion * * @param InPinName The pin name to check for * @return NULL if the pin was not found, otherwise the found pin. */ BLUEPRINTGRAPH_API UEdGraphPin* FindArgumentPin(const FName InPinName) const; private: /** Synchronize the type of the given argument pin with the type its connected to, or reset it to a wildcard pin if there's no connection */ void SynchronizeArgumentPinType(UEdGraphPin* Pin); /** Returns a unique pin name to use for a pin */ FName GetUniquePinName(); private: /** When adding arguments to the node, their names are placed here and are generated as pins during construction */ UPROPERTY() TArray PinNames; /** The "Format" input pin, always available on the node */ UEdGraphPin* CachedFormatPin; /** Tooltip text for this node. */ FText NodeTooltip; };