Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_MathExpression.h
2025-05-18 13:04:45 +08:00

109 lines
3.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/UnrealString.h"
#include "CoreMinimal.h"
#include "EdGraph/EdGraphNode.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "Internationalization/Text.h"
#include "K2Node_Composite.h"
#include "Kismet2/CompilerResultsLog.h"
#include "KismetCompilerMisc.h"
#include "Templates/SharedPointer.h"
#include "UObject/ObjectMacros.h"
#include "UObject/UObjectGlobals.h"
#include "K2Node_MathExpression.generated.h"
class FArchive;
class FBlueprintActionDatabaseRegistrar;
class INameValidatorInterface;
class UObject;
struct FEdGraphPinType;
/**
* This node type acts like a collapsed node, a single node that represents
* a larger sub-network of nodes (contained within a sub-graph). This node will
* take the math expression it was named with, and attempt to convert it into a
* series of math nodes. If it is unsuccessful, then it generates a series of
* actionable errors.
*/
UCLASS()
class BLUEPRINTGRAPH_API UK2Node_MathExpression : public UK2Node_Composite
{
GENERATED_UCLASS_BODY()
public:
// The math expression to evaluate
UPROPERTY(EditAnywhere, Category = Expression)
FString Expression;
UPROPERTY()
bool bMadeAfterRotChange;
public:
//~ Begin UObject Interface
virtual void Serialize(FArchive& Ar) override;
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
//~ End UObject Interface
//~ Begin UEdGraphNode Interface
virtual TSharedPtr<class INameValidatorInterface> MakeNameValidator() const override;
virtual void OnRenameNode(const FString& NewName) override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual void PostPlacedNewNode() override;
virtual void ReconstructNode() override;
virtual void FindDiffs(class UEdGraphNode* OtherNode, struct FDiffResults& Results ) override;
virtual bool ShouldMergeChildGraphs() const override { return ShouldExpandInsteadCompile(); }
//~ End UEdGraphNode Interface
//~ Begin UK2Node Interface
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
virtual bool IsNodePure() const { return !ShouldExpandInsteadCompile(); }
//~ End UK2Node Interface
//~ Begin UK2Node_EditablePinBase Interface
virtual bool CanCreateUserDefinedPin(const FEdGraphPinType& InPinType, EEdGraphPinDirection InDesiredDirection, FText& OutErrorMessage) override { return false; }
//~ End UK2Node_EditablePinBase Interface
private:
/* Returns true, when the node can/should not be optimized.*/
bool ShouldExpandInsteadCompile() const;
/**
* Clears this node's sub-graph, and then takes the supplied string and
* parses, and converts it into a series of new graph nodes.
*
* @param NewExpression The new string we wish to replace the current "Expression".
*/
void RebuildExpression(FString NewExpression);
/**
* Clears the cached expression string, deletes all generated node, clears
* input pins, and resets the parser and graph generator (priming this node
* for a new expression).
*/
void ClearExpression();
/** Sanitizes an expression for display, removing outermost parentheses */
FString SanitizeDisplayExpression(FString InExpression) const;
/** Helper function to build the node's full title */
FText GetFullTitle(FText InExpression) const;
private:
/** Cached so we don't have to regenerate it when the graph is recompiled */
TSharedPtr<class FCompilerResultsLog> CachedMessageLog;
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTextCache CachedNodeTitle;
/** Constructing the display string for a Math Expression is costly, so we cache it */
FNodeTextCache CachedDisplayExpression;
};