Files
UnrealEngine/Engine/Plugins/EnhancedInput/Source/InputBlueprintNodes/Public/K2Node_EnhancedInputAction.h
2025-05-18 13:04:45 +08:00

94 lines
3.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "EdGraph/EdGraphNodeUtils.h"
#include "K2Node.h"
#include "K2Node_EventNodeInterface.h"
#include "BlueprintNodeSpawner.h"
#include "K2Node_EnhancedInputAction.generated.h"
class UInputAction;
enum class ETriggerEvent : uint8;
namespace ENodeTitleType { enum Type : int; }
struct FBlueprintNodeSignature;
class FBlueprintActionDatabaseRegistrar;
class FKismetCompilerContext;
/**
* A node spawner which will check if there is already an enhanced input event node (UK2Node_EnhancedInputAction)
* before spawning a new one in the graph. This makes the behavior of enhanced input action nodes the same as other
* event nodes.
*/
UCLASS(Transient)
class UInputActionEventNodeSpawner final : public UBlueprintNodeSpawner
{
GENERATED_BODY()
public:
static UInputActionEventNodeSpawner* Create(TSubclassOf<UEdGraphNode> const NodeClass, TObjectPtr<const UInputAction> InAction);
private:
virtual UEdGraphNode* Invoke(UEdGraph* ParentGraph, FBindingSet const& Bindings, FVector2D const Location) const override;
UK2Node* FindExistingNode(const UBlueprint* Blueprint) const;
// We don't want references to node spawners to be keeping any input action assets from GC
// if you unload a plugin for example, so we keep it as a weak pointer.
UPROPERTY()
TWeakObjectPtr<const UInputAction> WeakActionPtr = nullptr;
};
UCLASS()
class INPUTBLUEPRINTNODES_API UK2Node_EnhancedInputAction : public UK2Node, public IK2Node_EventNodeInterface
{
GENERATED_UCLASS_BODY()
UPROPERTY()
TObjectPtr<const UInputAction> InputAction;
//~ Begin UEdGraphNode Interface.
virtual void AllocateDefaultPins() override;
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override;
virtual bool IsCompatibleWithGraph(UEdGraph const* Graph) const override;
virtual UObject* GetJumpTargetForDoubleClick() const override;
virtual void JumpToDefinition() const override;
//~ End UEdGraphNode Interface.
//~ Begin UK2Node Interface
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
virtual bool ShouldShowNodeProperties() const override { return true; }
virtual void ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FText GetMenuCategory() const override;
virtual bool CanUserEditPinAdvancedViewFlag() const override { return true; }
virtual FBlueprintNodeSignature GetSignature() const override;
virtual void PostReconstructNode();
virtual void PinConnectionListChanged(UEdGraphPin* Pin);
virtual bool IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const override;
//~ End UK2Node Interface
//~ Begin IK2Node_EventNodeInterface Interface.
virtual TSharedPtr<FEdGraphSchemaAction> GetEventNodeAction(const FText& ActionCategory) override;
//~ End IK2Node_EventNodeInterface Interface.
bool HasAnyConnectedEventPins() const;
private:
FName GetActionName() const;
void HideEventPins(UEdGraphPin* RetainPin);
// Iterates each connected trigger event pin until Predicate returns false or we've iterated all active pins
void ForEachActiveEventPin(TFunctionRef<bool(ETriggerEvent, UEdGraphPin&)> Predicate) const;
/** Gets the ETriggerEvent from an exec pin based on the Pins name. */
const ETriggerEvent GetTriggerTypeFromExecPin(const UEdGraphPin* ExecPin) const;
/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
FNodeTextCache CachedTooltip;
FNodeTextCache CachedNodeTitle;
};