Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_FormatText.h
2025-05-18 13:04:45 +08:00

117 lines
4.2 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 "UObject/NameTypes.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "K2Node_FormatText.generated.h"
class FBlueprintActionDatabaseRegistrar;
class FString;
class UEdGraph;
class UObject;
UCLASS(MinimalAPI)
class UK2Node_FormatText : public UK2Node
{
GENERATED_UCLASS_BODY()
//~ Begin UObject Interface
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
//~ End UObject Interface
//~ Begin UEdGraphNode Interface.
virtual void AllocateDefaultPins() override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual bool ShouldShowNodeProperties() const override { return true; }
virtual void PinConnectionListChanged(UEdGraphPin* Pin) override;
virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override;
virtual void PinTypeChanged(UEdGraphPin* Pin) override;
virtual FText GetTooltipText() const override;
virtual FText GetPinDisplayName(const UEdGraphPin* Pin) const override;
//~ End UEdGraphNode Interface.
//~ Begin UK2Node Interface.
virtual bool IsNodePure() const override { return true; }
virtual bool NodeCausesStructuralBlueprintChange() const override { return true; }
virtual void PostReconstructNode() override;
virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
virtual ERedirectType DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const override;
virtual bool IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FText GetMenuCategory() const override;
virtual int32 GetNodeRefreshPriority() const override { return EBaseNodeRefreshPriority::Low_UsesDependentWildcard; }
//~ End UK2Node Interface.
public:
/** Adds a new pin to the node */
BLUEPRINTGRAPH_API void AddArgumentPin();
/** Returns the number of arguments currently available in the node */
int32 GetArgumentCount() const { return PinNames.Num(); }
/**
* Returns argument name based on argument index
*
* @param InIndex The argument's index to find the name for
* @return Returns the argument's name if available
*/
BLUEPRINTGRAPH_API FText GetArgumentName(int32 InIndex) const;
/** Removes the argument at a given index */
BLUEPRINTGRAPH_API void RemoveArgument(int32 InIndex);
/**
* Sets an argument name
*
* @param InIndex The argument's index to find the name for
* @param InName Name to set the argument to
*/
BLUEPRINTGRAPH_API void SetArgumentName(int32 InIndex, FName InName);
/** Swaps two arguments by index */
BLUEPRINTGRAPH_API void SwapArguments(int32 InIndexA, int32 InIndexB);
/** returns Format pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetFormatPin() const;
/** Returns TRUE if the arguments are allowed to be edited */
bool CanEditArguments() const { return GetFormatPin()->LinkedTo.Num() > 0; }
/**
* Finds an argument pin by name, checking strings in a strict, case sensitive fashion
*
* @param InPinName The pin name to check for
* @return NULL if the pin was not found, otherwise the found pin.
*/
BLUEPRINTGRAPH_API UEdGraphPin* FindArgumentPin(const FName InPinName) const;
private:
/** Synchronize the type of the given argument pin with the type its connected to, or reset it to a wildcard pin if there's no connection */
void SynchronizeArgumentPinType(UEdGraphPin* Pin);
/** Returns a unique pin name to use for a pin */
FName GetUniquePinName();
private:
/** When adding arguments to the node, their names are placed here and are generated as pins during construction */
UPROPERTY()
TArray<FName> PinNames;
/** The "Format" input pin, always available on the node */
UEdGraphPin* CachedFormatPin;
/** Tooltip text for this node. */
FText NodeTooltip;
};