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