Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Private/K2Node_GetEnumeratorNameAsString.cpp
2025-05-18 13:04:45 +08:00

75 lines
2.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "K2Node_GetEnumeratorNameAsString.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "BlueprintNodeSpawner.h"
#include "EdGraphSchema_K2.h"
#include "EditorCategoryUtils.h"
#include "Internationalization/Internationalization.h"
#include "Kismet/KismetNodeHelperLibrary.h"
#include "Misc/AssertionMacros.h"
#include "Styling/AppStyle.h"
#include "UObject/Class.h"
struct FLinearColor;
UK2Node_GetEnumeratorNameAsString::UK2Node_GetEnumeratorNameAsString(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UK2Node_GetEnumeratorNameAsString::AllocateDefaultPins()
{
CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Byte, EnumeratorPinName);
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_String, UEdGraphSchema_K2::PN_ReturnValue);
}
FText UK2Node_GetEnumeratorNameAsString::GetTooltipText() const
{
return NSLOCTEXT("K2Node", "GetEnumeratorNameAsString_Tooltip", "Returns user friendly name of enumerator");
}
FText UK2Node_GetEnumeratorNameAsString::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return NSLOCTEXT("K2Node", "GetEnumeratorNameAsString_Title", "Enum to String");
}
FSlateIcon UK2Node_GetEnumeratorNameAsString::GetIconAndTint(FLinearColor& OutColor) const
{
static FSlateIcon Icon(FAppStyle::GetAppStyleSetName(), "GraphEditor.Enum_16x");
return Icon;
}
void UK2Node_GetEnumeratorNameAsString::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// actions get registered under specific object-keys; the idea is that
// actions might have to be updated (or deleted) if their object-key is
// mutated (or removed)... here we use the node's class (so if the node
// type disappears, then the action should go with it)
UClass* ActionKey = GetClass();
// to keep from needlessly instantiating a UBlueprintNodeSpawner, first
// check to make sure that the registrar is looking for actions of this type
// (could be regenerating actions for a specific asset, and therefore the
// registrar would only accept actions corresponding to that asset)
if (ActionRegistrar.IsOpenForRegistration(ActionKey))
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(NodeSpawner != nullptr);
ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
}
}
FName UK2Node_GetEnumeratorNameAsString::GetFunctionName() const
{
const FName FunctionName = GET_FUNCTION_NAME_CHECKED(UKismetNodeHelperLibrary, GetEnumeratorUserFriendlyName);
return FunctionName;
}
FText UK2Node_GetEnumeratorNameAsString::GetMenuCategory() const
{
return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::String);
}