// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "BlueprintNodeSignature.h" #include "CoreMinimal.h" #include "EdGraph/EdGraph.h" #include "EdGraph/EdGraphNode.h" #include "EdGraph/EdGraphNodeUtils.h" #include "HAL/Platform.h" #include "Internationalization/Text.h" #include "K2Node.h" #include "K2Node_EventNodeInterface.h" #include "Math/Color.h" #include "Templates/SharedPointer.h" #include "Textures/SlateIcon.h" #include "UObject/NameTypes.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "K2Node_InputAction.generated.h" class FBlueprintActionDatabaseRegistrar; class FKismetCompilerContext; class UEdGraph; class UEdGraphPin; class UObject; struct FEdGraphSchemaAction; UCLASS() class BLUEPRINTGRAPH_API UK2Node_InputAction : public UK2Node, public IK2Node_EventNodeInterface { GENERATED_UCLASS_BODY() UPROPERTY() FName InputActionName; // Prevents actors with lower priority from handling this input UPROPERTY(EditAnywhere, Category="Input") uint32 bConsumeInput:1; // Should the binding execute even when the game is paused UPROPERTY(EditAnywhere, Category="Input") uint32 bExecuteWhenPaused:1; // Should any bindings to this event in parent classes be removed UPROPERTY(EditAnywhere, Category="Input") uint32 bOverrideParentBinding:1; //~ Begin UObject Interface virtual void PostLoad() override; //~ End UObject Interface //~ Begin UEdGraphNode Interface. virtual void AllocateDefaultPins() override; virtual FLinearColor GetNodeTitleColor() const override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual FText GetTooltipText() const override; virtual FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override; virtual bool IsCompatibleWithGraph(UEdGraph const* Graph) const override; //~ End UEdGraphNode Interface. //~ Begin UK2Node Interface virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override; virtual bool ShouldShowNodeProperties() const override { return true; } virtual void ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override; virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; virtual FText GetMenuCategory() const override; virtual FBlueprintNodeSignature GetSignature() const override; //~ End UK2Node Interface //~ Begin IK2Node_EventNodeInterface Interface. virtual TSharedPtr GetEventNodeAction(const FText& ActionCategory) override; //~ End IK2Node_EventNodeInterface Interface. /** Get the 'pressed' input pin */ UEdGraphPin* GetPressedPin() const; /** Get the 'released' input pin */ UEdGraphPin* GetReleasedPin() const; private: /** Constructing FText strings can be costly, so we cache the node's title/tooltip */ FNodeTextCache CachedTooltip; FNodeTextCache CachedNodeTitle; };