74 lines
2.4 KiB
C++
74 lines
2.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "BlueprintNodeSignature.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_Event.h"
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#include "UObject/NameTypes.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "K2Node_InputAxisEvent.generated.h"
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class FArchive;
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class FBlueprintActionDatabaseRegistrar;
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class UClass;
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class UDynamicBlueprintBinding;
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class UEdGraph;
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class UObject;
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UCLASS()
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class BLUEPRINTGRAPH_API UK2Node_InputAxisEvent : public UK2Node_Event
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY()
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FName InputAxisName;
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// Prevents actors with lower priority from handling this input
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UPROPERTY(EditAnywhere, Category="Input")
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uint32 bConsumeInput:1;
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// Should the binding execute even when the game is paused
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UPROPERTY(EditAnywhere, Category="Input")
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uint32 bExecuteWhenPaused:1;
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// Should any bindings to this event in parent classes be removed
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UPROPERTY(EditAnywhere, Category="Input")
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uint32 bOverrideParentBinding:1;
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//~ Begin UObject Interface
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virtual void PostLoad() override;
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virtual void Serialize(FArchive& Ar) override;
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//~ End UObject Interface
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//~ Begin EdGraphNode Interface
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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 bool IsCompatibleWithGraph(const UEdGraph* TargetGraph) const override;
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//~ End EdGraphNode Interface
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//~ Begin UK2Node Interface
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virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
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virtual bool ShouldShowNodeProperties() const override { return true; }
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virtual UClass* GetDynamicBindingClass() const override;
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virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override;
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virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) 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 void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
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//~ End UK2Node Interface
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void Initialize(const FName AxisName);
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private:
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/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
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FNodeTextCache CachedTooltip;
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FNodeTextCache CachedNodeTitle;
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};
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