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UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_SwitchString.cpp

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "Kismet/KismetMathLibrary.h"
#include "Kismet/KismetStringLibrary.h"
#include "K2Node_SwitchString.h"
#include "BlueprintNodeSpawner.h"
#include "BlueprintActionDatabaseRegistrar.h"
UK2Node_SwitchString::UK2Node_SwitchString(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bIsCaseSensitive = false;
SetupCaseSensitivityFunction();
FunctionClass = UKismetStringLibrary::StaticClass();
}
void UK2Node_SwitchString::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
{
bool bIsDirty = false;
FName PropertyName = (PropertyChangedEvent.Property != NULL) ? PropertyChangedEvent.Property->GetFName() : NAME_None;
if (PropertyName == TEXT("PinNames"))
{
bIsDirty = true;
}
else if (PropertyName == TEXT("bIsCaseSensitive"))
{
SetupCaseSensitivityFunction();
FunctionClass = UKismetStringLibrary::StaticClass();
bIsDirty = true;
}
if (bIsDirty)
{
ReconstructNode();
GetGraph()->NotifyGraphChanged();
}
Super::PostEditChangeProperty(PropertyChangedEvent);
}
void UK2Node_SwitchString::SetupCaseSensitivityFunction()
{
FunctionName = (bIsCaseSensitive == true)
? TEXT("NotEqual_StrStr")
: TEXT("NotEqual_StriStri");
}
FText UK2Node_SwitchString::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return NSLOCTEXT("K2Node", "Switch_String", "Switch on String");
}
FText UK2Node_SwitchString::GetTooltipText() const
{
return NSLOCTEXT("K2Node", "SwitchString_ToolTip", "Selects an output that matches the input value");
}
void UK2Node_SwitchString::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_SwitchString::CreateSelectionPin()
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* Pin = CreatePin(EGPD_Input, K2Schema->PC_String, TEXT(""), NULL, false, false, TEXT("Selection"));
K2Schema->SetPinDefaultValueBasedOnType(Pin);
}
FEdGraphPinType UK2Node_SwitchString::GetPinType() const
{
FEdGraphPinType PinType;
PinType.PinCategory = UEdGraphSchema_K2::PC_String;
return PinType;
}
FString UK2Node_SwitchString::GetPinNameGivenIndex(int32 Index)
{
check(Index);
return PinNames[Index];
}
void UK2Node_SwitchString::CreateCasePins()
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
for( TArray<FString>::TIterator it(PinNames); it; ++it )
{
CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, *it);
}
}
FString UK2Node_SwitchString::GetUniquePinName()
{
FString NewPinName;
int32 Index = 0;
while (true)
{
NewPinName = FString::Printf(TEXT("Case_%d"), Index++);
if (!FindPin(NewPinName))
{
break;
}
}
return NewPinName;
}
void UK2Node_SwitchString::AddPinToSwitchNode()
{
FString PinName = GetUniquePinName();
PinNames.Add(PinName);
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, PinName);
}
void UK2Node_SwitchString::RemovePin(UEdGraphPin* TargetPin)
{
checkSlow(TargetPin);
// Clean-up pin name array
PinNames.Remove(TargetPin->PinName);
}