Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_ExecutionSequence.h
2025-05-18 13:04:45 +08:00

82 lines
2.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "CoreMinimal.h"
#include "EdGraph/EdGraphNode.h"
#include "EdGraph/EdGraphPin.h"
#include "HAL/Platform.h"
#include "Internationalization/Text.h"
#include "K2Node.h"
#include "K2Node_AddPinInterface.h"
#include "KismetCompilerMisc.h"
#include "Math/Color.h"
#include "Textures/SlateIcon.h"
#include "UObject/NameTypes.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "K2Node_ExecutionSequence.generated.h"
class FBlueprintActionDatabaseRegistrar;
class UObject;
UCLASS(MinimalAPI, meta = (Keywords = "sequence"))
class UK2Node_ExecutionSequence : public UK2Node, public IK2Node_AddPinInterface
{
GENERATED_UCLASS_BODY()
//~ Begin UEdGraphNode Interface
virtual void AllocateDefaultPins() override;
virtual FText GetTooltipText() const override;
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override;
//~ End UEdGraphNode Interface
//~ Begin UK2Node Interface
void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FText GetMenuCategory() const override;
virtual bool CanEverInsertExecutionPin() const override { return true; }
virtual bool CanEverRemoveExecutionPin() const override { return true; }
//~ End UK2Node Interface
// IK2Node_AddPinInterface interface
virtual void AddInputPin() override;
// End of IK2Node_AddPinInterface interface
//~ Begin K2Node_ExecutionSequence Interface
/** Gets a unique pin name, the next in the sequence */
FName GetUniquePinName();
/**
* Inserts a new execution pin, before the specified execution pin, into an execution node
*
* @param PinToInsertBefore The pin to insert a new pin before on the node
*/
BLUEPRINTGRAPH_API void InsertPinIntoExecutionNode(UEdGraphPin* PinToInsertBefore, EPinInsertPosition Position);
/**
* Removes the specified execution pin from an execution node
*
* @param TargetPin The pin to remove from the node
*/
BLUEPRINTGRAPH_API void RemovePinFromExecutionNode(UEdGraphPin* TargetPin);
/** Whether an execution pin can be removed from the node or not */
BLUEPRINTGRAPH_API bool CanRemoveExecutionPin() const;
// @todo document
BLUEPRINTGRAPH_API UEdGraphPin* GetThenPinGivenIndex(int32 Index);
private:
// Returns the exec output pin name for a given 0-based index
virtual FName GetPinNameGivenIndex(int32 Index) const;
};