Files
UnrealEngine/Engine/Source/Editor/UMGEditor/Classes/K2Node_WidgetAnimationEvent.h
2025-05-18 13:04:45 +08:00

71 lines
2.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "BlueprintNodeSignature.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "K2Node_Event.h"
#include "Animation/WidgetAnimation.h"
#include "Animation/WidgetAnimationDelegateBinding.h"
#include "WidgetBlueprint.h"
#include "K2Node_WidgetAnimationEvent.generated.h"
class FBlueprintActionDatabaseRegistrar;
class UDynamicBlueprintBinding;
class UEdGraph;
UCLASS(MinimalAPI)
class UK2Node_WidgetAnimationEvent : public UK2Node_Event
{
GENERATED_UCLASS_BODY()
public:
/** The action to bind to. */
UPROPERTY()
EWidgetAnimationEvent Action;
/** Name of property in Blueprint class that pointer to component we want to bind to */
UPROPERTY()
FName AnimationPropertyName;
/** Binds this to a specific user action. */
UPROPERTY(EditAnywhere, Category = "Animation")
FName UserTag;
UPROPERTY()
TObjectPtr<const UWidgetBlueprint> SourceWidgetBlueprint;
virtual void PostDuplicate(bool bDuplicateForPIE) override;
//~ Begin EdGraphNode Interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual bool IsCompatibleWithGraph(const UEdGraph* TargetGraph) const override;
virtual bool IsActionFilteredOut(FBlueprintActionFilter const& Filter) override;
//~ End EdGraphNode Interface
//~ Begin UK2Node Interface
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
virtual bool ShouldShowNodeProperties() const override { return true; }
virtual UClass* GetDynamicBindingClass() const override;
virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override;
virtual void HandleVariableRenamed(UBlueprint* InBlueprint, UClass* InVariableClass, UEdGraph* InGraph, const FName& InOldVarName, const FName& InNewVarName) override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FText GetMenuCategory() const override;
virtual FBlueprintNodeSignature GetSignature() const override;
//~ End UK2Node Interface
void MarkDirty();
private:
void Initialize(const UWidgetBlueprint* InSourceBlueprint, UWidgetAnimation* InAnimation, EWidgetAnimationEvent InAction);
private:
/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
FNodeTextCache CachedTooltip;
FNodeTextCache CachedNodeTitle;
};