82 lines
3.0 KiB
C++
82 lines
3.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.h"
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#include "Containers/UnrealString.h"
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#include "CoreMinimal.h"
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#include "EdGraph/EdGraph.h"
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#include "EdGraph/EdGraphNode.h"
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#include "EdGraph/EdGraphNodeUtils.h"
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#include "Internationalization/Text.h"
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#include "K2Node_Tunnel.h"
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#include "Math/Color.h"
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#include "Templates/SharedPointer.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/ObjectPtr.h"
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#include "UObject/UObjectGlobals.h"
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#include "K2Node_Composite.generated.h"
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class INameValidatorInterface;
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class UObject;
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UCLASS()
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class BLUEPRINTGRAPH_API UK2Node_Composite : public UK2Node_Tunnel
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{
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GENERATED_UCLASS_BODY()
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// The graph that this composite node is representing
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UPROPERTY()
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TObjectPtr<class UEdGraph> BoundGraph;
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//~ Begin UObject Interface
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virtual void PostEditUndo() override;
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//~ End UObject Interface
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//~ Begin UEdGraphNode Interface
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virtual void AllocateDefaultPins() override;
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virtual void DestroyNode() override;
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virtual void PostPasteNode() override;
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virtual FText GetTooltipText() const 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 bool CanUserDeleteNode() const override;
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virtual UObject* GetJumpTargetForDoubleClick() const override;
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virtual void PostPlacedNewNode() override;
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virtual void OnRenameNode(const FString& NewName) override;
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virtual TSharedPtr<class INameValidatorInterface> MakeNameValidator() const override;
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virtual TArray<UEdGraph*> GetSubGraphs() const override { return TArray<UEdGraph*>( { BoundGraph } ); }
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virtual bool CanCreateUnderSpecifiedSchema(const UEdGraphSchema* DesiredSchema) const override;
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//~ End UEdGraphNode Interface
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//~ Begin UK2Node Interface
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virtual bool DrawNodeAsExit() const override { return false; }
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virtual bool DrawNodeAsEntry() const override { return false; }
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virtual bool NodeCausesStructuralBlueprintChange() const override { return true; }
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//~ End UK2Node Interface
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// Get the entry/exit nodes inside this collapsed graph
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UK2Node_Tunnel* GetEntryNode() const;
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UK2Node_Tunnel* GetExitNode() const;
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protected:
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/** Fixes up the input and output sink when needed, useful after PostEditUndo which changes which graph these nodes point to */
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void FixupInputAndOutputSink();
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private:
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/** Rename the BoundGraph to a unique name
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- this is a special case rename: RenameGraphCloseToName() assumes that we are only concurrned with the immediate Outer() scope,
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but in the case of the BoundGraph we must also look into the Outer of the composite node(a Graph), and make sure no graphs in its SubGraph
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array are already using the name. */
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void RenameBoundGraphCloseToName(const FString& Name);
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/** Determine if the name already used by another graph in composite nodes chain */
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bool IsCompositeNameAvailable( const FString& NewName );
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/** Constructing FText strings can be costly, so we cache the node's title */
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FNodeTextCache CachedNodeTitle;
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};
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