Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Private/K2Node_SwitchName.cpp
2025-05-18 13:04:45 +08:00

130 lines
3.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "K2Node_SwitchName.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "BlueprintNodeSpawner.h"
#include "Containers/UnrealString.h"
#include "EdGraph/EdGraph.h"
#include "EdGraphSchema_K2.h"
#include "HAL/PlatformCrt.h"
#include "Internationalization/Internationalization.h"
#include "Kismet/KismetMathLibrary.h"
#include "Misc/AssertionMacros.h"
#include "Templates/SubclassOf.h"
#include "UObject/Class.h"
#include "UObject/UnrealNames.h"
#include "UObject/UnrealType.h"
UK2Node_SwitchName::UK2Node_SwitchName(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
FunctionName = TEXT("NotEqual_NameName");
FunctionClass = UKismetMathLibrary::StaticClass();
}
void UK2Node_SwitchName::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
{
bool bIsDirty = false;
FName PropertyName = (PropertyChangedEvent.Property != NULL) ? PropertyChangedEvent.Property->GetFName() : NAME_None;
if (PropertyName == TEXT("PinNames"))
{
bIsDirty = true;
}
if (bIsDirty)
{
ReconstructNode();
}
Super::PostEditChangeProperty(PropertyChangedEvent);
GetGraph()->NotifyNodeChanged(this);
}
FText UK2Node_SwitchName::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return NSLOCTEXT("K2Node", "Switch_Name", "Switch on Name");
}
FText UK2Node_SwitchName::GetTooltipText() const
{
return NSLOCTEXT("K2Node", "SwitchName_ToolTip", "Selects an output that matches the input value");
}
void UK2Node_SwitchName::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);
}
}
void UK2Node_SwitchName::CreateSelectionPin()
{
UEdGraphPin* Pin = CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Name, TEXT("Selection"));
GetDefault<UEdGraphSchema_K2>()->SetPinAutogeneratedDefaultValueBasedOnType(Pin);
}
FEdGraphPinType UK2Node_SwitchName::GetPinType() const
{
FEdGraphPinType PinType;
PinType.PinCategory = UEdGraphSchema_K2::PC_Name;
return PinType;
}
FName UK2Node_SwitchName::GetPinNameGivenIndex(int32 Index) const
{
check(Index);
return PinNames[Index];
}
void UK2Node_SwitchName::CreateCasePins()
{
for (const FName& PinName : PinNames)
{
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, PinName);
}
}
FName UK2Node_SwitchName::GetUniquePinName()
{
FName NewPinName;
int32 Index = 0;
while (true)
{
NewPinName = *FString::Printf(TEXT("Case_%d"), Index++);
if (!FindPin(NewPinName))
{
break;
}
}
return NewPinName;
}
void UK2Node_SwitchName::AddPinToSwitchNode()
{
const FName PinName = GetUniquePinName();
PinNames.Add(PinName);
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, PinName);
}
void UK2Node_SwitchName::RemovePin(UEdGraphPin* TargetPin)
{
checkSlow(TargetPin);
// Clean-up pin name array
PinNames.Remove(TargetPin->PinName);
}