128 lines
4.3 KiB
C++
128 lines
4.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "BlueprintActionFilter.h"
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#include "BlueprintNodeSignature.h"
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#include "Containers/Array.h"
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#include "CoreMinimal.h"
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#include "EdGraph/EdGraphNode.h"
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#include "EdGraph/EdGraphNodeUtils.h"
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#include "HAL/Platform.h"
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#include "Internationalization/Text.h"
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#include "K2Node.h"
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#include "KismetCompilerMisc.h"
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#include "Math/Color.h"
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#include "Templates/SubclassOf.h"
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#include "Textures/SlateIcon.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "K2Node_DynamicCast.generated.h"
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class FString;
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class UEdGraphPin;
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class UObject;
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UCLASS(MinimalAPI)
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class UK2Node_DynamicCast : public UK2Node
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{
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GENERATED_UCLASS_BODY()
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/** The type that the input should try to be cast to */
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UPROPERTY()
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TSubclassOf<class UObject> TargetType;
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//~ Begin UObject Interface
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virtual void Serialize(FArchive& Ar);
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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 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 void GetNodeContextMenuActions(class UToolMenu* Menu, class UGraphNodeContextMenuContext* Context) const override;
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virtual bool IncludeParentNodeContextMenu() const override { return true; }
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virtual void PostReconstructNode() override;
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virtual bool HasExternalDependencies(TArray<class UStruct*>* OptionalOutput) const override;
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//~ End UEdGraphNode Interface
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//~ Begin UK2Node Interface
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virtual ERedirectType DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const override;
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virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
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virtual FText GetMenuCategory() const override;
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virtual FBlueprintNodeSignature GetSignature() const override;
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virtual bool IsNodePure() const override { return PureState == EPureState::Pure; }
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virtual bool IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const override;
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virtual void NotifyPinConnectionListChanged(UEdGraphPin* Pin) override;
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virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
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virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
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virtual bool IsActionFilteredOut(const class FBlueprintActionFilter& Filter) override;
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//~ End UK2Node Interface
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/** Get the 'valid cast' exec pin */
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BLUEPRINTGRAPH_API UEdGraphPin* GetValidCastPin() const;
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/** Get the 'invalid cast' exec pin */
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BLUEPRINTGRAPH_API UEdGraphPin* GetInvalidCastPin() const;
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/** Get the cast result pin */
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BLUEPRINTGRAPH_API UEdGraphPin* GetCastResultPin() const;
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/** Get the input object to be casted pin */
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BLUEPRINTGRAPH_API virtual UEdGraphPin* GetCastSourcePin() const;
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/** Get the boolean output pin that signifies a successful/failed cast. */
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BLUEPRINTGRAPH_API virtual UEdGraphPin* GetBoolSuccessPin() const;
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/**
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* Will change the node's purity, and reallocate pins accordingly (adding/
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* removing exec pins).
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*
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* @param bNewPurity Whether to configure node as pure.
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*/
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BLUEPRINTGRAPH_API void SetPurity(bool bNewPurity);
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protected:
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/** Determine purity and create exec pins if needed */
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void CreateExecPins();
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/** Create success output signal pin (visible only if pure) */
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void CreateSuccessPin();
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/** Flips the node's purity (adding/removing exec pins as needed). */
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void TogglePurity();
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/** Update exec pins when converting from impure to pure. */
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bool ReconnectPureExecPins(TArray<UEdGraphPin*>& OldPins);
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/** Sets the pure state to Pure or Impure if it's using the default one */
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void InitPureState();
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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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/** [DEPRECATED] This member is no longer in use. */
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UE_DEPRECATED(5.3, "Use IsNodePure() instead.")
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bool bIsPureCast;
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private:
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enum class EPureState : uint8
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{
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Pure,
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Impure,
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UseDefault
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};
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/** Internal state used to determine purity */
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EPureState PureState;
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/** [DEPRECATED] Receives the old value on load if previously saved */
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UPROPERTY()
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bool bIsPureCast_DEPRECATED;
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};
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