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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/StringFwd.h"
#include "Types/MVVMFieldVariant.h"
class FName;
class FProperty;
class UObject;
enum EFunctionFlags : uint32;
template <typename T> class TSubclassOf;
class FKismetCompilerContext;
class UBlueprint;
class UEdGraph;
class UK2Node_Variable;
namespace UE::MVVM::FunctionGraphHelper
{
/** Generate a function graph that can be viewed in the BP editor. */
MODELVIEWVIEWMODELBLUEPRINT_API UEdGraph* CreateFunctionGraph(UBlueprint* Blueprint, const FStringView FunctionName, EFunctionFlags ExtraFunctionFlag, const FStringView Category, bool bIsEditable);
/** Generate a function graph that cannot be viewed in the BP editor. */
UEdGraph* CreateIntermediateFunctionGraph(FKismetCompilerContext& Context, const FStringView FunctionName, EFunctionFlags ExtraFunctionFlag, const FStringView Category, bool bIsEditable);
/** Set the UK2Node_Variable::VariableReference correctly base on the variable's owner. */
MODELVIEWVIEWMODELBLUEPRINT_API void SetVariableNodeMember(UK2Node_Variable* InVarNode, const FProperty* InProperty, UBlueprint* InTargetBlueprint);
/** Add an input argument to an existing function graph. */
bool AddFunctionArgument(UEdGraph* FunctionGraph, TSubclassOf<UObject> Argument, FName ArgumentName);
/** Add an input argument to an existing function graph. */
bool AddFunctionArgument(UEdGraph* FunctionGraph, const FProperty* Argument, FName ArgumentName);
/** Generate the nodes needed for to call the MVVMView::SetViewModel function. */
bool GenerateViewModelSetter(FKismetCompilerContext& Context, UEdGraph* FunctionGraph, FName ViewModelName);
/** Generate the nodes needed for to set the property and to call the broadcast field notify function. */
bool GenerateViewModelFieldNotifySetter(FKismetCompilerContext& Context, UEdGraph* FunctionGraph, FProperty* Property, FName InputPinName);
/** Generate the nodes needed to broadcast field notify function. */
bool GenerateViewModelFielNotifyBroadcast(FKismetCompilerContext& Context, UEdGraph* FunctionGraph, FProperty* Property);
/** Generate the nodes needed for to set a variable/function value. */
bool GenerateSetter(UBlueprint* Blueprint, UEdGraph* FunctionGraph, TArrayView<UE::MVVM::FMVVMConstFieldVariant> SetterPath);
/** Generate the nodes needed to set a variable/function value. To use while while compiling the Blueprint. */
bool GenerateIntermediateSetter(FKismetCompilerContext& Context, UEdGraph* FunctionGraph, TArrayView<UE::MVVM::FMVVMConstFieldVariant> SetterPath);
} //namespace