80 lines
2.7 KiB
C++
80 lines
2.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Engine/MemberReference.h"
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#include "K2Node.h"
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#include "Templates/SubclassOf.h"
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#include "MVVMBlueprintFunctionReference.generated.h"
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class UBlueprint;
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class UFunction;
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/**
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*
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*/
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UENUM()
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enum class EMVVMBlueprintFunctionReferenceType : uint8
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{
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None,
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Function,
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Node
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};
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/**
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* A type that point to a function or a node that can be used to create a conversion function.
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*/
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USTRUCT(BlueprintType)
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struct FMVVMBlueprintFunctionReference
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{
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GENERATED_BODY()
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public:
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FMVVMBlueprintFunctionReference() = default;
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MODELVIEWVIEWMODELBLUEPRINT_API explicit FMVVMBlueprintFunctionReference(const UBlueprint* InContext, const UFunction* InFunction);
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MODELVIEWVIEWMODELBLUEPRINT_API explicit FMVVMBlueprintFunctionReference(FMemberReference InFunctionReference);
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MODELVIEWVIEWMODELBLUEPRINT_API explicit FMVVMBlueprintFunctionReference(TSubclassOf<UK2Node> InNode);
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/** If the node is of type Function, resolves the function. Uses the blueprint, if the function is defined on the BP itself. */
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MODELVIEWVIEWMODELBLUEPRINT_API const UFunction* GetFunction(const UBlueprint* SelfContext) const;
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/** If the node is of type Function, resolves the function. Uses the blueprint, if the function is defined on the BP itself. */
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MODELVIEWVIEWMODELBLUEPRINT_API const UFunction* GetFunction(const UClass* SelfContext) const;
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/** If the node is of type Node, return the node class. */
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MODELVIEWVIEWMODELBLUEPRINT_API TSubclassOf<UK2Node> GetNode() const;
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EMVVMBlueprintFunctionReferenceType GetType() const
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{
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return Type;
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}
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/** return a string representation of the reference. */
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MODELVIEWVIEWMODELBLUEPRINT_API FString ToString() const;
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/** return a name of the reference. */
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MODELVIEWVIEWMODELBLUEPRINT_API FName GetName() const;
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/** The reference is a valid UFunction or a valid Node. */
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MODELVIEWVIEWMODELBLUEPRINT_API bool IsValid(const UBlueprint* SelfContext) const;
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/** The reference is a valid UFunction or a valid Node. */
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MODELVIEWVIEWMODELBLUEPRINT_API bool IsValid(const UClass* SelfContext) const;
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MODELVIEWVIEWMODELBLUEPRINT_API bool operator==(const FMVVMBlueprintFunctionReference& Other) const;
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friend uint32 GetTypeHash(const FMVVMBlueprintFunctionReference& Value)
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{
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uint32 Hash = GetTypeHash(static_cast<uint8>(Value.Type));
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Hash = HashCombine(Hash, GetTypeHash(Value.FunctionReference.GetMemberName()));
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Hash = HashCombine(Hash, GetTypeHash(Value.Node));
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return Hash;
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}
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private:
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UPROPERTY(VisibleAnywhere, Category = "MVVM")
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FMemberReference FunctionReference;
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UPROPERTY(VisibleAnywhere, Category = "MVVM")
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TSubclassOf<UK2Node> Node;
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UPROPERTY(VisibleAnywhere, Category = "MVVM")
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EMVVMBlueprintFunctionReferenceType Type = EMVVMBlueprintFunctionReferenceType::None;
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}; |