// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "Containers/Array.h" #include "Containers/UnrealString.h" #include "CoreMinimal.h" #include "EdGraph/EdGraphNode.h" #include "HAL/Platform.h" #include "Internationalization/Text.h" #include "K2Node.h" #include "KismetCompilerMisc.h" #include "Math/Color.h" #include "Misc/Guid.h" #include "Templates/SharedPointer.h" #include "Textures/SlateIcon.h" #include "UObject/NameTypes.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "K2Node_Timeline.generated.h" class FBlueprintActionDatabaseRegistrar; class FKismetCompilerContext; class INameValidatorInterface; class UEdGraph; class UEdGraphPin; class UObject; template struct TKeyValuePair; UCLASS(MinimalAPI) class UK2Node_Timeline : public UK2Node { GENERATED_UCLASS_BODY() /** The name of the timeline. Used to name ONLY the member variable (Component). To obtain the name of timeline template use UTimelineTemplate::TimelineVariableNameToTemplateName */ UPROPERTY() FName TimelineName; /** If the timeline is set to autoplay */ UPROPERTY(Transient) uint32 bAutoPlay:1; /** Unique ID for the template we use, required to indentify the timeline after a paste */ UPROPERTY() FGuid TimelineGuid; /** If the timeline is set to loop */ UPROPERTY(Transient) uint32 bLoop:1; /** If the timeline is set to replicate */ UPROPERTY(Transient) uint32 bReplicated:1; /** If the timeline should ignore global time dilation */ UPROPERTY(Transient) uint32 bIgnoreTimeDilation : 1; //~ Begin UEdGraphNode Interface. virtual void AllocateDefaultPins() override; virtual void PreloadRequiredAssets() override; virtual void DestroyNode() override; virtual void PostPasteNode() override; virtual void PrepareForCopying() override; virtual FLinearColor GetNodeTitleColor() const override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual bool IsCompatibleWithGraph(const UEdGraph* TargetGraph) const override; virtual void FindDiffs(class UEdGraphNode* OtherNode, struct FDiffResults& Results ) override; virtual void OnRenameNode(const FString& NewName) override; virtual TSharedPtr MakeNameValidator() const override; virtual FText GetTooltipText() const override; virtual FString GetDocumentationExcerptName() const override; virtual FName GetCornerIcon() const override; virtual FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override; virtual bool ShouldShowNodeProperties() const override { return true; } virtual UObject* GetJumpTargetForDoubleClick() const override; //~ End UEdGraphNode Interface. //~ Begin UK2Node Interface. virtual bool NodeCausesStructuralBlueprintChange() const override { return true; } virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override; virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override; virtual void GetNodeAttributes( TArray>& OutNodeAttributes ) const override; virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override; virtual FText GetToolTipHeading() const override; //~ End UK2Node Interface. /** Get the 'play' input pin */ BLUEPRINTGRAPH_API UEdGraphPin* GetPlayPin() const; /** Get the 'play from start' input pin */ BLUEPRINTGRAPH_API UEdGraphPin* GetPlayFromStartPin() const; /** Get the 'stop' input pin */ BLUEPRINTGRAPH_API UEdGraphPin* GetStopPin() const; /** Get the 'update' output pin */ BLUEPRINTGRAPH_API UEdGraphPin* GetUpdatePin() const; /** Get the 'reverse' input pin */ BLUEPRINTGRAPH_API UEdGraphPin* GetReversePin() const; /** Get the 'reverse from end' input pin */ BLUEPRINTGRAPH_API UEdGraphPin* GetReverseFromEndPin() const; /** Get the 'finished' output pin */ BLUEPRINTGRAPH_API UEdGraphPin* GetFinishedPin() const; /** Get the 'newtime' input pin */ BLUEPRINTGRAPH_API UEdGraphPin* GetNewTimePin() const; /** Get the 'setnewtime' input pin */ BLUEPRINTGRAPH_API UEdGraphPin* GetSetNewTimePin() const; /** Get the 'Direction' output pin */ BLUEPRINTGRAPH_API UEdGraphPin* GetDirectionPin() const; /** Get the 'Direction' output pin */ BLUEPRINTGRAPH_API UEdGraphPin* GetTrackPin(const FName TrackName) const; /** Try to rename the timeline * @param NewName The newname for the timeline * @return bool true if node was successfully renamed, false otherwise */ BLUEPRINTGRAPH_API bool RenameTimeline(const FString& NewName); private: void ExpandForPin(UEdGraphPin* TimelinePin, const FName PropertyName, FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph); };