59 lines
2.8 KiB
C++
59 lines
2.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/StringFwd.h"
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#include "Types/MVVMFieldVariant.h"
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class FName;
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class FProperty;
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class UObject;
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enum EFunctionFlags : uint32;
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template <typename T> class TSubclassOf;
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class FKismetCompilerContext;
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class UBlueprint;
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class UEdGraph;
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class UK2Node_Variable;
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namespace UE::MVVM::FunctionGraphHelper
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{
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/** Generate a function graph that can be viewed in the BP editor. */
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MODELVIEWVIEWMODELBLUEPRINT_API UEdGraph* CreateFunctionGraph(UBlueprint* Blueprint, const FStringView FunctionName, EFunctionFlags ExtraFunctionFlag, const FStringView Category, bool bIsEditable);
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/** Generate a function graph that cannot be viewed in the BP editor. */
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UEdGraph* CreateIntermediateFunctionGraph(FKismetCompilerContext& Context, const FStringView FunctionName, EFunctionFlags ExtraFunctionFlag, const FStringView Category, bool bIsEditable);
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/** Set the UK2Node_Variable::VariableReference correctly base on the variable's owner. */
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MODELVIEWVIEWMODELBLUEPRINT_API void SetVariableNodeMember(UK2Node_Variable* InVarNode, const FProperty* InProperty, UBlueprint* InTargetBlueprint);
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/** Add an input argument to an existing function graph. */
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bool AddFunctionArgument(UEdGraph* FunctionGraph, TSubclassOf<UObject> Argument, FName ArgumentName);
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/** Add an input argument to an existing function graph. */
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bool AddFunctionArgument(UEdGraph* FunctionGraph, const FProperty* Argument, FName ArgumentName);
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/** Generate the nodes needed for to call the MVVMView::SetViewModel function. */
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bool GenerateViewModelSetter(FKismetCompilerContext& Context, UEdGraph* FunctionGraph, FName ViewModelName);
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/** Generate the nodes needed for to set the property and to call the broadcast field notify function. */
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bool GenerateViewModelFieldNotifySetter(FKismetCompilerContext& Context, UEdGraph* FunctionGraph, FProperty* Property, FName InputPinName);
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/** Generate the nodes needed to broadcast field notify function. */
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bool GenerateViewModelFielNotifyBroadcast(FKismetCompilerContext& Context, UEdGraph* FunctionGraph, FProperty* Property);
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/** Generate the nodes needed for to set a variable/function value. */
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bool GenerateSetter(UBlueprint* Blueprint, UEdGraph* FunctionGraph, TArrayView<UE::MVVM::FMVVMConstFieldVariant> SetterPath);
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/** Generate the nodes needed to set a variable/function value. To use while while compiling the Blueprint. */
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bool GenerateIntermediateSetter(FKismetCompilerContext& Context, UEdGraph* FunctionGraph, TArrayView<UE::MVVM::FMVVMConstFieldVariant> SetterPath);
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/** @return true when the entry node in the graph matches the function signature. */
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bool IsFunctionEntryMatchSignature(const UEdGraph* FunctionGraph, const UFunction* FunctionSignature);
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/** Moves the graph object to the transient package */
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void RenameObjectToTransientPackage(UObject* ObjectToRename);
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} //namespace
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