Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetArrayItem.h
2025-05-18 13:04:45 +08:00

85 lines
3.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "BlueprintActionFilter.h"
#include "BlueprintNodeSignature.h"
#include "Containers/Array.h"
#include "CoreMinimal.h"
#include "EdGraph/EdGraphNode.h"
#include "HAL/Platform.h"
#include "Internationalization/Text.h"
#include "K2Node.h"
#include "KismetCompilerMisc.h"
#include "Templates/SharedPointer.h"
#include "Textures/SlateIcon.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "K2Node_GetArrayItem.generated.h"
class FBlueprintActionDatabaseRegistrar;
class FString;
class SWidget;
class UEdGraph;
class UEdGraphPin;
class UObject;
struct FEdGraphPinType;
struct FLinearColor;
UCLASS(MinimalAPI, Category = "Utilities|Array", meta=(Keywords = "array"))
class UK2Node_GetArrayItem : public UK2Node
{
GENERATED_UCLASS_BODY()
public:
// UEdGraphNode interface
virtual bool IsNodePure() const override { return true; }
virtual void AllocateDefaultPins() override;
virtual void PostReconstructNode() override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
virtual TSharedPtr<SWidget> CreateNodeImage() const override;
virtual void GetNodeContextMenuActions(class UToolMenu* Menu, class UGraphNodeContextMenuContext* Context) const override;
virtual bool IncludeParentNodeContextMenu() const override { return true; }
virtual FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override;
// End of UEdGraphNode interface
// UK2Node interface
virtual bool ShouldDrawCompact() const { return true; }
virtual void NotifyPinConnectionListChanged(UEdGraphPin* Pin) override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FBlueprintNodeSignature GetSignature() const override;
virtual int32 GetNodeRefreshPriority() const override { return EBaseNodeRefreshPriority::Low_UsesDependentWildcard; }
virtual FText GetMenuCategory() const override;
virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
virtual bool IsActionFilteredOut(class FBlueprintActionFilter const& Filter) override;
virtual bool IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const override;
// End of UK2Node interface
/** Helper function to return the array pin */
UEdGraphPin* GetTargetArrayPin() const { return Pins[0]; }
/** Helper function to return the index pin */
UEdGraphPin* GetIndexPin() const { return Pins[1]; }
/** Helper function to return the result pin */
UEdGraphPin* GetResultPin() const { return Pins[2]; }
/** Sets weather we want the array item returned as a reference or by value (as a copy) */
void SetDesiredReturnType(bool bAsReference);
private:
/** Flips the node's desired 'ReturnByRef' setting & refreshes the node if necessary */
void ToggleReturnPin();
/** Propagates pin type to the Array pin and the Result pin */
void PropagatePinType(FEdGraphPinType& InType);
/** Determines if this node wants to return by ref, and if it is able to do so */
bool IsSetToReturnRef() const;
UPROPERTY()
bool bReturnByRefDesired;
};