// Copyright Epic Games, Inc. All Rights Reserved. #include "K2Node_SwitchName.h" #include "BlueprintActionDatabaseRegistrar.h" #include "BlueprintNodeSpawner.h" #include "Containers/UnrealString.h" #include "EdGraph/EdGraph.h" #include "EdGraphSchema_K2.h" #include "HAL/PlatformCrt.h" #include "Internationalization/Internationalization.h" #include "Kismet/KismetMathLibrary.h" #include "Misc/AssertionMacros.h" #include "Templates/SubclassOf.h" #include "UObject/Class.h" #include "UObject/UnrealNames.h" #include "UObject/UnrealType.h" UK2Node_SwitchName::UK2Node_SwitchName(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { FunctionName = TEXT("NotEqual_NameName"); FunctionClass = UKismetMathLibrary::StaticClass(); } void UK2Node_SwitchName::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) { bool bIsDirty = false; FName PropertyName = (PropertyChangedEvent.Property != NULL) ? PropertyChangedEvent.Property->GetFName() : NAME_None; if (PropertyName == TEXT("PinNames")) { bIsDirty = true; } if (bIsDirty) { ReconstructNode(); } Super::PostEditChangeProperty(PropertyChangedEvent); GetGraph()->NotifyNodeChanged(this); } FText UK2Node_SwitchName::GetNodeTitle(ENodeTitleType::Type TitleType) const { return NSLOCTEXT("K2Node", "Switch_Name", "Switch on Name"); } FText UK2Node_SwitchName::GetTooltipText() const { return NSLOCTEXT("K2Node", "SwitchName_ToolTip", "Selects an output that matches the input value"); } void UK2Node_SwitchName::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const { // actions get registered under specific object-keys; the idea is that // actions might have to be updated (or deleted) if their object-key is // mutated (or removed)... here we use the node's class (so if the node // type disappears, then the action should go with it) UClass* ActionKey = GetClass(); // to keep from needlessly instantiating a UBlueprintNodeSpawner, first // check to make sure that the registrar is looking for actions of this type // (could be regenerating actions for a specific asset, and therefore the // registrar would only accept actions corresponding to that asset) if (ActionRegistrar.IsOpenForRegistration(ActionKey)) { UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass()); check(NodeSpawner != nullptr); ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner); } } void UK2Node_SwitchName::CreateSelectionPin() { UEdGraphPin* Pin = CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Name, TEXT("Selection")); GetDefault()->SetPinAutogeneratedDefaultValueBasedOnType(Pin); } FEdGraphPinType UK2Node_SwitchName::GetPinType() const { FEdGraphPinType PinType; PinType.PinCategory = UEdGraphSchema_K2::PC_Name; return PinType; } FName UK2Node_SwitchName::GetPinNameGivenIndex(int32 Index) const { check(Index); return PinNames[Index]; } void UK2Node_SwitchName::CreateCasePins() { for (const FName& PinName : PinNames) { CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, PinName); } } FName UK2Node_SwitchName::GetUniquePinName() { FName NewPinName; int32 Index = 0; while (true) { NewPinName = *FString::Printf(TEXT("Case_%d"), Index++); if (!FindPin(NewPinName)) { break; } } return NewPinName; } void UK2Node_SwitchName::AddPinToSwitchNode() { const FName PinName = GetUniquePinName(); PinNames.Add(PinName); CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, PinName); } void UK2Node_SwitchName::RemovePin(UEdGraphPin* TargetPin) { checkSlow(TargetPin); // Clean-up pin name array PinNames.Remove(TargetPin->PinName); }