114 lines
3.9 KiB
C++
114 lines
3.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "BlueprintNodeSpawner.h"
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#include "EdGraph/EdGraphNodeUtils.h"
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#include "K2Node.h"
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#include "K2Node_EventNodeInterface.h"
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#include "K2Node_InputDebugKey.generated.h"
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namespace ENodeTitleType { enum Type : int; }
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struct FBlueprintNodeSignature;
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class FBlueprintActionDatabaseRegistrar;
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class FKismetCompilerContext;
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/**
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* A node spawner which will check if there is already adebug key event node (UInputDebugKeyEventNodeSpawner)
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* before spawning a new one in the graph. This makes the behavior of debug key nodes the same as other
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* event nodes.
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*/
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UCLASS(Transient)
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class UInputDebugKeyEventNodeSpawner final : public UBlueprintNodeSpawner
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{
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GENERATED_BODY()
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public:
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static UInputDebugKeyEventNodeSpawner* Create(TSubclassOf<UEdGraphNode> const NodeClass, const FKey& DebugKey);
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private:
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virtual UEdGraphNode* Invoke(UEdGraph* ParentGraph, FBindingSet const& Bindings, FVector2D const Location) const override;
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UK2Node* FindExistingNode(const UBlueprint* Blueprint) const;
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UPROPERTY()
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FKey DebugKey = EKeys::Invalid;
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};
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UCLASS()
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class INPUTBLUEPRINTNODES_API UK2Node_InputDebugKey : public UK2Node, public IK2Node_EventNodeInterface
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{
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GENERATED_UCLASS_BODY()
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// The key that is bound to this debug event. Pressing this key while the game is running will trigger this node's events.
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UPROPERTY(VisibleDefaultsOnly, Category="Input")
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FKey InputKey;
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// Should the binding execute even when the game is paused
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UPROPERTY(EditAnywhere, Category="Input")
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uint32 bExecuteWhenPaused:1;
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// Does this binding require the control key on PC or the command key on Mac to be held
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UPROPERTY(EditAnywhere, Category="Modifier")
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uint32 bControl:1;
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// Does this binding require the alt key to be held
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UPROPERTY(EditAnywhere, Category="Modifier")
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uint32 bAlt:1;
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// Does this binding require the shift key to be held
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UPROPERTY(EditAnywhere, Category="Modifier")
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uint32 bShift:1;
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// Does this binding require the windows key on PC or the control key on Mac to be held
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UPROPERTY(EditAnywhere, Category="Modifier")
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uint32 bCommand:1;
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//~ Begin UObject Interface
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virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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//~ End UObject Interface
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//~ Begin UK2Node Interface.
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virtual bool ShouldShowNodeProperties() const override { return true; }
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virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
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virtual void ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
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virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
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virtual FText GetMenuCategory() const override;
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virtual FBlueprintNodeSignature GetSignature() const override;
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//~ End UK2Node Interface
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//~ Begin UEdGraphNode Interface.
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virtual void AllocateDefaultPins() override;
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virtual FLinearColor GetNodeTitleColor() const override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetTooltipText() const override;
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virtual FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override;
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virtual bool IsCompatibleWithGraph(UEdGraph const* Graph) const override;
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//~ End UEdGraphNode Interface.
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//~ Begin IK2Node_EventNodeInterface Interface.
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virtual TSharedPtr<FEdGraphSchemaAction> GetEventNodeAction(const FText& ActionCategory) override;
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//~ End IK2Node_EventNodeInterface Interface.
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FText GetModifierText() const;
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FName GetModifierName() const;
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FText GetKeyText() const;
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/** Get the 'pressed' input pin */
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UEdGraphPin* GetPressedPin() const;
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/** Get the 'released' input pin */
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UEdGraphPin* GetReleasedPin() const;
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/** Get the 'Action Value' input pin */
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UEdGraphPin* GetActionValuePin() const;
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private:
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/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
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FNodeTextCache CachedTooltip;
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FNodeTextCache CachedNodeTitle;
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};
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