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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
# include "BlueprintGraphPrivatePCH.h"
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# include "K2Node_InputKeyEvent.h"
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# include "CompilerResultsLog.h"
# include "KismetCompiler.h"
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# include "BlueprintNodeSpawner.h"
# include "EditorCategoryUtils.h"
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# include "BlueprintEditorUtils.h"
# include "EdGraphSchema_K2.h"
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# include "BlueprintActionDatabaseRegistrar.h"
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# define LOCTEXT_NAMESPACE "UK2Node_InputKey"
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UK2Node_InputKey : : UK2Node_InputKey ( const class FPostConstructInitializeProperties & PCIP )
: Super ( PCIP )
{
bConsumeInput = true ;
bOverrideParentBinding = true ;
}
void UK2Node_InputKey : : PostLoad ( )
{
Super : : PostLoad ( ) ;
if ( GetLinkerUE4Version ( ) < VER_UE4_BLUEPRINT_INPUT_BINDING_OVERRIDES )
{
// Don't change existing behaviors
bOverrideParentBinding = false ;
}
}
void UK2Node_InputKey : : AllocateDefaultPins ( )
{
const UEdGraphSchema_K2 * K2Schema = GetDefault < UEdGraphSchema_K2 > ( ) ;
CreatePin ( EGPD_Output , K2Schema - > PC_Exec , TEXT ( " " ) , NULL , false , false , TEXT ( " Pressed " ) ) ;
CreatePin ( EGPD_Output , K2Schema - > PC_Exec , TEXT ( " " ) , NULL , false , false , TEXT ( " Released " ) ) ;
Super : : AllocateDefaultPins ( ) ;
}
FLinearColor UK2Node_InputKey : : GetNodeTitleColor ( ) const
{
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return GetDefault < UGraphEditorSettings > ( ) - > EventNodeTitleColor ;
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}
FName UK2Node_InputKey : : GetModifierName ( ) const
{
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if ( bControl & & ! bAlt & & ! bShift & & ! bCommand )
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{
return FName ( " Ctrl " ) ;
}
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else if ( bControl & & bAlt & & ! bShift & & ! bCommand )
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{
return FName ( " Ctrl+Alt " ) ;
}
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else if ( bControl & & ! bAlt & & bShift & & ! bCommand )
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{
return FName ( " Ctrl+Shift " ) ;
}
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else if ( bControl & & ! bAlt & & ! bShift & & bCommand )
{
return FName ( " Ctrl+Cmd " ) ;
}
else if ( bControl & & bAlt & & bShift & & ! bCommand )
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{
return FName ( " Ctrl+Alt+Shift " ) ;
}
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else if ( bControl & & bAlt & & ! bShift & & bCommand )
{
return FName ( " Ctrl+Cmd+Alt " ) ;
}
else if ( bControl & & ! bAlt & & bShift & & bCommand )
{
return FName ( " Ctrl+Cmd+Shift " ) ;
}
else if ( ! bControl & & bAlt & & bShift & & bCommand )
{
return FName ( " Cmd+Alt+Shift " ) ;
}
else if ( bControl & & bAlt & & bShift & & bCommand )
{
return FName ( " Ctrl+Cmd+Alt+Shift " ) ;
}
else if ( ! bControl & & bAlt & & ! bShift & & ! bCommand )
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{
return FName ( " Alt " ) ;
}
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else if ( ! bControl & & bAlt & & bShift & & ! bCommand )
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{
return FName ( " Alt+Shift " ) ;
}
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else if ( ! bControl & & bAlt & & ! bShift & & bCommand )
{
return FName ( " Cmd+Alt " ) ;
}
else if ( ! bControl & & ! bAlt & & bShift & & bCommand )
{
return FName ( " Cmd+Shift " ) ;
}
else if ( ! bControl & & ! bAlt & & bShift & & ! bCommand )
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{
return FName ( " Shift " ) ;
}
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else if ( ! bControl & & ! bAlt & & ! bShift & & bCommand )
{
return FName ( " Cmd " ) ;
}
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return NAME_None ;
}
FText UK2Node_InputKey : : GetModifierText ( ) const
{
//@todo This should be unified with other places in the editor [10/11/2013 justin.sargent]
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if ( bControl & & ! bAlt & & ! bShift & & ! bCommand )
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{
# if PLATFORM_MAC
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return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Command " , " Cmd " ) ;
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# else
return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Control " , " Ctrl " ) ;
# endif
}
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else if ( bControl & & bAlt & & ! bShift & & ! bCommand )
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{
# if PLATFORM_MAC
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return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Command + KeyName_Alt " , " Cmd+Alt " ) ;
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# else
return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Control + KeyName_Alt " , " Ctrl+Alt " ) ;
# endif
}
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else if ( bControl & & ! bAlt & & bShift & & ! bCommand )
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{
# if PLATFORM_MAC
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return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Command + KeyName_Shift " , " Cmd+Shift " ) ;
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# else
return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Control + KeyName_Shift " , " Ctrl+Shift " ) ;
# endif
}
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else if ( bControl & & ! bAlt & & ! bShift & & bCommand )
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{
# if PLATFORM_MAC
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return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Command + KeyName_Control " , " Cmd+Ctrl " ) ;
# else
return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Control + KeyName_Command " , " Ctrl+Cmd " ) ;
# endif
}
else if ( ! bControl & & bAlt & & ! bShift & & bCommand )
{
# if PLATFORM_MAC
return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Control + KeyName_Alt " , " Ctrl+Alt " ) ;
# else
return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Command + KeyName_Alt " , " Cmd+Alt " ) ;
# endif
}
else if ( ! bControl & & ! bAlt & & bShift & & bCommand )
{
# if PLATFORM_MAC
return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Control + KeyName_Shift " , " Ctrl+Shift " ) ;
# else
return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Command + KeyName_Shift " , " Cmd+Shift " ) ;
# endif
}
else if ( bControl & & bAlt & & bShift & & ! bCommand )
{
# if PLATFORM_MAC
return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Command + KeyName_Alt + KeyName_Shift " , " Cmd+Alt+Shift " ) ;
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# else
return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Control + KeyName_Alt + KeyName_Shift " , " Ctrl+Alt+Shift " ) ;
# endif
}
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else if ( bControl & & bAlt & & ! bShift & & bCommand )
{
# if PLATFORM_MAC
return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Command + KeyName_Control + KeyName_Alt " , " Cmd+Ctrl+Alt " ) ;
# else
return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Control + KeyName_Command + KeyName_Alt " , " Ctrl+Cmd+Alt " ) ;
# endif
}
else if ( bControl & & ! bAlt & & bShift & & bCommand )
{
# if PLATFORM_MAC
return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Command + KeyName_Control + KeyName_Shift " , " Cmd+Ctrl+Shift " ) ;
# else
return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Control + KeyName_Command + KeyName_Shift " , " Ctrl+Cmd+Shift " ) ;
# endif
}
else if ( bControl & & bAlt & & bShift & & bCommand )
{
# if PLATFORM_MAC
return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Command + KeyName_Control + KeyName_Alt + KeyName_Shift " , " Cmd+Ctrl+Alt+Shift " ) ;
# else
return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Control + KeyName_Command + KeyName_Alt + KeyName_Shift " , " Ctrl+Cmd+Alt+Shift " ) ;
# endif
}
else if ( ! bControl & & bAlt & & ! bShift & & ! bCommand )
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{
return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Alt " , " Alt " ) ;
}
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else if ( ! bControl & & bAlt & & bShift & & ! bCommand )
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{
return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Alt + KeyName_Shift " , " Alt+Shift " ) ;
}
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else if ( ! bControl & & bAlt & & ! bShift & & bCommand )
{
# if PLATFORM_MAC
return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Control + KeyName_Alt " , " Ctrl+Alt " ) ;
# else
return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Command + KeyName_Alt " , " Cmd+Alt " ) ;
# endif
}
else if ( ! bControl & & ! bAlt & & bShift & & ! bCommand )
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{
return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Shift " , " Shift " ) ;
}
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else if ( ! bControl & & ! bAlt & & ! bShift & & bCommand )
{
return NSLOCTEXT ( " UK2Node_InputKey " , " KeyName_Command " , " Cmd " ) ;
}
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return FText : : GetEmpty ( ) ;
}
FText UK2Node_InputKey : : GetKeyText ( ) const
{
return InputKey . GetDisplayName ( ) ;
}
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FText UK2Node_InputKey : : GetNodeTitle ( ENodeTitleType : : Type TitleType ) const
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{
if ( bControl | | bAlt | | bShift )
{
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if ( CachedNodeTitle . IsOutOfDate ( ) )
{
FFormatNamedArguments Args ;
Args . Add ( TEXT ( " ModifierKey " ) , GetModifierText ( ) ) ;
Args . Add ( TEXT ( " Key " ) , GetKeyText ( ) ) ;
// FText::Format() is slow, so we cache this to save on performance
CachedNodeTitle = FText : : Format ( NSLOCTEXT ( " K2Node " , " InputKey_Name_WithModifiers " , " {ModifierKey} {Key} " ) , Args ) ;
}
return CachedNodeTitle ;
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}
else
{
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return GetKeyText ( ) ;
}
}
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FText UK2Node_InputKey : : GetTooltipText ( ) const
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{
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if ( CachedTooltip . IsOutOfDate ( ) )
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{
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FText ModifierText = GetModifierText ( ) ;
FText KeyText = GetKeyText ( ) ;
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// FText::Format() is slow, so we cache this to save on performance
if ( ! ModifierText . IsEmpty ( ) )
{
CachedTooltip = FText : : Format ( NSLOCTEXT ( " K2Node " , " InputKey_Tooltip_Modifiers " , " Events for when the {0} key is pressed or released while {1} is also held. " ) , KeyText , ModifierText ) ;
}
else
{
CachedTooltip = FText : : Format ( NSLOCTEXT ( " K2Node " , " InputKey_Tooltip " , " Events for when the {0} key is pressed or released. " ) , KeyText ) ;
}
}
return CachedTooltip ;
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}
FName UK2Node_InputKey : : GetPaletteIcon ( FLinearColor & OutColor ) const
{
if ( InputKey . IsMouseButton ( ) )
{
return TEXT ( " GraphEditor.MouseEvent_16x " ) ;
}
else if ( InputKey . IsGamepadKey ( ) )
{
return TEXT ( " GraphEditor.PadEvent_16x " ) ;
}
else
{
return TEXT ( " GraphEditor.KeyEvent_16x " ) ;
}
}
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bool UK2Node_InputKey : : IsCompatibleWithGraph ( UEdGraph const * Graph ) const
{
UBlueprint * Blueprint = FBlueprintEditorUtils : : FindBlueprintForGraph ( Graph ) ;
UEdGraphSchema_K2 const * K2Schema = Cast < UEdGraphSchema_K2 > ( Graph - > GetSchema ( ) ) ;
bool const bIsConstructionScript = ( K2Schema ! = nullptr ) ? K2Schema - > IsConstructionScript ( Graph ) : false ;
return ( Blueprint ! = nullptr ) & & Blueprint - > SupportsInputEvents ( ) & & ! bIsConstructionScript & & Super : : IsCompatibleWithGraph ( Graph ) ;
}
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UEdGraphPin * UK2Node_InputKey : : GetPressedPin ( ) const
{
return FindPin ( TEXT ( " Pressed " ) ) ;
}
UEdGraphPin * UK2Node_InputKey : : GetReleasedPin ( ) const
{
return FindPin ( TEXT ( " Released " ) ) ;
}
void UK2Node_InputKey : : ValidateNodeDuringCompilation ( class FCompilerResultsLog & MessageLog ) const
{
Super : : ValidateNodeDuringCompilation ( MessageLog ) ;
if ( ! InputKey . IsValid ( ) )
{
MessageLog . Warning ( * FText : : Format ( NSLOCTEXT ( " KismetCompiler " , " Invalid_InputKey_Warning " , " InputKey Event specifies invalid FKey'{0}' for @@ " ) , FText : : FromString ( InputKey . ToString ( ) ) ) . ToString ( ) , this ) ;
}
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else if ( InputKey . IsFloatAxis ( ) )
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{
MessageLog . Warning ( * FText : : Format ( NSLOCTEXT ( " KismetCompiler " , " Axis_InputKey_Warning " , " InputKey Event specifies axis FKey'{0}' for @@ " ) , FText : : FromString ( InputKey . ToString ( ) ) ) . ToString ( ) , this ) ;
}
else if ( ! InputKey . IsBindableInBlueprints ( ) )
{
MessageLog . Warning ( * FText : : Format ( NSLOCTEXT ( " KismetCompiler " , " NotBindanble_InputKey_Warning " , " InputKey Event specifies FKey'{0}' that is not blueprint bindable for @@ " ) , FText : : FromString ( InputKey . ToString ( ) ) ) . ToString ( ) , this ) ;
}
}
void UK2Node_InputKey : : CreateInputKeyEvent ( FKismetCompilerContext & CompilerContext , UEdGraph * SourceGraph , UEdGraphPin * InputKeyPin , const EInputEvent KeyEvent )
{
if ( InputKeyPin - > LinkedTo . Num ( ) > 0 )
{
UK2Node_InputKeyEvent * InputKeyEvent = CompilerContext . SpawnIntermediateNode < UK2Node_InputKeyEvent > ( this , SourceGraph ) ;
const FName ModifierName = GetModifierName ( ) ;
if ( ModifierName ! = NAME_None )
{
InputKeyEvent - > CustomFunctionName = FName ( * FString : : Printf ( TEXT ( " InpActEvt_%s_%s_%s " ) , * ModifierName . ToString ( ) , * InputKey . ToString ( ) , * InputKeyEvent - > GetName ( ) ) ) ;
}
else
{
InputKeyEvent - > CustomFunctionName = FName ( * FString : : Printf ( TEXT ( " InpActEvt_%s_%s " ) , * InputKey . ToString ( ) , * InputKeyEvent - > GetName ( ) ) ) ;
}
InputKeyEvent - > InputChord . Key = InputKey ;
InputKeyEvent - > InputChord . bCtrl = bControl ;
InputKeyEvent - > InputChord . bAlt = bAlt ;
InputKeyEvent - > InputChord . bShift = bShift ;
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InputKeyEvent - > InputChord . bCmd = bCommand ;
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InputKeyEvent - > bConsumeInput = bConsumeInput ;
InputKeyEvent - > bExecuteWhenPaused = bExecuteWhenPaused ;
InputKeyEvent - > bOverrideParentBinding = bOverrideParentBinding ;
InputKeyEvent - > InputKeyEvent = KeyEvent ;
InputKeyEvent - > EventSignatureName = TEXT ( " InputActionHandlerDynamicSignature__DelegateSignature " ) ;
InputKeyEvent - > EventSignatureClass = UInputComponent : : StaticClass ( ) ;
InputKeyEvent - > bInternalEvent = true ;
InputKeyEvent - > AllocateDefaultPins ( ) ;
// Move any exec links from the InputActionNode pin to the InputActionEvent node
UEdGraphPin * EventOutput = CompilerContext . GetSchema ( ) - > FindExecutionPin ( * InputKeyEvent , EGPD_Output ) ;
if ( EventOutput ! = NULL )
{
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CompilerContext . MovePinLinksToIntermediate ( * InputKeyPin , * EventOutput ) ;
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}
}
}
void UK2Node_InputKey : : ExpandNode ( FKismetCompilerContext & CompilerContext , UEdGraph * SourceGraph )
{
Super : : ExpandNode ( CompilerContext , SourceGraph ) ;
if ( CompilerContext . bIsFullCompile )
{
CreateInputKeyEvent ( CompilerContext , SourceGraph , GetPressedPin ( ) , IE_Pressed ) ;
CreateInputKeyEvent ( CompilerContext , SourceGraph , GetReleasedPin ( ) , IE_Released ) ;
}
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}
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void UK2Node_InputKey : : GetMenuActions ( FBlueprintActionDatabaseRegistrar & ActionRegistrar ) const
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{
TArray < FKey > AllKeys ;
EKeys : : GetAllKeys ( AllKeys ) ;
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auto CustomizeInputNodeLambda = [ ] ( UEdGraphNode * NewNode , bool bIsTemplateNode , FKey Key )
{
UK2Node_InputKey * InputNode = CastChecked < UK2Node_InputKey > ( NewNode ) ;
InputNode - > InputKey = Key ;
} ;
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// 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 ( ) ;
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for ( FKey const Key : AllKeys )
{
// these will be handled by UK2Node_GetInputAxisKeyValue and UK2Node_GetInputVectorAxisValue respectively
if ( ! Key . IsBindableInBlueprints ( ) | | Key . IsFloatAxis ( ) | | Key . IsVectorAxis ( ) )
{
continue ;
}
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// 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 ) )
{
continue ;
}
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UBlueprintNodeSpawner * NodeSpawner = UBlueprintNodeSpawner : : Create ( GetClass ( ) ) ;
check ( NodeSpawner ! = nullptr ) ;
NodeSpawner - > CustomizeNodeDelegate = UBlueprintNodeSpawner : : FCustomizeNodeDelegate : : CreateStatic ( CustomizeInputNodeLambda , Key ) ;
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ActionRegistrar . AddBlueprintAction ( ActionKey , NodeSpawner ) ;
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}
}
FText UK2Node_InputKey : : GetMenuCategory ( ) const
{
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enum EAxisKeyCategory
{
GamepadKeyCategory ,
MouseButtonCategory ,
KeyEventCategory ,
AxisKeyCategory_MAX ,
} ;
static FNodeTextCache CachedCategories [ AxisKeyCategory_MAX ] ;
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FText SubCategory ;
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EAxisKeyCategory CategoryIndex = AxisKeyCategory_MAX ;
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if ( InputKey . IsGamepadKey ( ) )
{
SubCategory = LOCTEXT ( " GamepadCategory " , " Gamepad Events " ) ;
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CategoryIndex = GamepadKeyCategory ;
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}
else if ( InputKey . IsMouseButton ( ) )
{
SubCategory = LOCTEXT ( " MouseCategory " , " Mouse Events " ) ;
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CategoryIndex = MouseButtonCategory ;
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}
else
{
SubCategory = LOCTEXT ( " KeyEventsCategory " , " Key Events " ) ;
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CategoryIndex = KeyEventCategory ;
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}
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if ( CachedCategories [ CategoryIndex ] . IsOutOfDate ( ) )
{
// FText::Format() is slow, so we cache this to save on performance
CachedCategories [ CategoryIndex ] = FEditorCategoryUtils : : BuildCategoryString ( FCommonEditorCategory : : Input , SubCategory ) ;
}
return CachedCategories [ CategoryIndex ] ;
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}
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FBlueprintNodeSignature UK2Node_InputKey : : GetSignature ( ) const
{
FBlueprintNodeSignature NodeSignature = Super : : GetSignature ( ) ;
NodeSignature . AddKeyValue ( InputKey . ToString ( ) ) ;
return NodeSignature ;
}
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# undef LOCTEXT_NAMESPACE