// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Containers/UnrealString.h" #include "CoreMinimal.h" #include "CoreTypes.h" #include "EdGraph/EdGraphPin.h" #include "Internationalization/Text.h" #include "K2Node.h" #include "KismetCompilerMisc.h" #include "Math/Color.h" #include "Misc/AssertionMacros.h" #include "Templates/SubclassOf.h" #include "Textures/SlateIcon.h" #include "UObject/NameTypes.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "UObject/UnrealNames.h" #include "K2Node_Switch.generated.h" class UObject; UCLASS(abstract) class BLUEPRINTGRAPH_API UK2Node_Switch : public UK2Node { GENERATED_UCLASS_BODY() /** If true switch has a default pin */ UPROPERTY(EditAnywhere, Category=PinOptions) uint32 bHasDefaultPin:1; /* The function underpining the switch, if required */ UPROPERTY() FName FunctionName; /** The class that the function is from. */ UPROPERTY() TSubclassOf FunctionClass; // UObject interface virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override; // End of UObject interface // UEdGraphNode interface virtual void AllocateDefaultPins() override; virtual FLinearColor GetNodeTitleColor() const override; virtual FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override; // End of UEdGraphNode interface // UK2Node interface virtual ERedirectType DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const override; virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override; virtual FText GetMenuCategory() const override; virtual bool CanEverRemoveExecutionPin() const override { return true; } // End of UK2Node interface // UK2Node_Switch interface virtual FString GetExportTextForPin(const UEdGraphPin* Pin) const; /** Gets a unique pin name, the next in the sequence */ virtual FName GetUniquePinName() { return NAME_None; } /** Gets the pin type from the schema for the subclass */ virtual FEdGraphPinType GetPinType() const PURE_VIRTUAL(UK2Node_Switch::GetPinType, return FEdGraphPinType();) virtual FEdGraphPinType GetInnerCaseType() const; /** * Adds a new execution pin to a switch node */ virtual void AddPinToSwitchNode(); /** * Removes the specified execution pin from an switch node * * @param TargetPin The pin to remove from the node */ virtual void RemovePinFromSwitchNode(UEdGraphPin* TargetPin); /** Whether an execution pin can be removed from the node or not */ virtual bool CanRemoveExecutionPin(UEdGraphPin* TargetPin) const; /** Determines whether the add button should be enabled */ virtual bool SupportsAddPinButton() const { return true; } /** Getting pin access */ UEdGraphPin* GetSelectionPin() const; UEdGraphPin* GetDefaultPin() const; UEdGraphPin* GetFunctionPin() const; static FName GetSelectionPinName(); virtual FName GetPinNameGivenIndex(int32 Index) const; protected: virtual void CreateSelectionPin() {} virtual void CreateCasePins() {} virtual void CreateFunctionPin(); virtual void RemovePin(UEdGraphPin* TargetPin) {} private: // Editor-only field that signals a default pin setting change bool bHasDefaultPinValueChanged; };