// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. #pragma once #include "K2Node_FormatText.generated.h" UCLASS(MinimalAPI) class UK2Node_FormatText : public UK2Node { GENERATED_UCLASS_BODY() // UObject interface virtual void PostLoad() override; virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override; // End of UObject interface // Begin UEdGraphNode interface. virtual void AllocateDefaultPins() override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual bool ShouldShowNodeProperties() const override { return true; } virtual void PinConnectionListChanged(UEdGraphPin* Pin) override; virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override; virtual FString GetTooltip() const override; virtual FString GetPinDisplayName(const UEdGraphPin* Pin) const override; // End UEdGraphNode interface. // Begin UK2Node interface. //virtual bool IsNodePure() const override { return true; } virtual bool NodeCausesStructuralBlueprintChange() const override { return true; } virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override; virtual ERedirectType DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const override; virtual void GetMenuActions(TArray& ActionListOut) const override; virtual FText GetMenuCategory() const override; // End UK2Node interface. public: /** Adds a new pin to the node */ BLUEPRINTGRAPH_API void AddArgumentPin(); /** Returns the number of arguments currently available in the node */ int32 GetArgumentCount() const { return PinNames.Num(); } /** * Returns argument name based on argument index * * @param InIndex The argument's index to find the name for * @return Returns the argument's name if available */ BLUEPRINTGRAPH_API FText GetArgumentName(int32 InIndex) const; /** Removes the argument at a given index */ BLUEPRINTGRAPH_API void RemoveArgument(int32 InIndex); /** * Sets an argument name * * @param InIndex The argument's index to find the name for * @param InName Name to set the argument to */ BLUEPRINTGRAPH_API void SetArgumentName(int32 InIndex, FText InName); /** Swaps two arguments by index */ BLUEPRINTGRAPH_API void SwapArguments(int32 InIndexA, int32 InIndexB); /** returns Format pin */ BLUEPRINTGRAPH_API UEdGraphPin* GetFormatPin() const; /** Returns TRUE if the arguments are allowed to be edited */ bool CanEditArguments() const { return GetFormatPin()->LinkedTo.Num() > 0; } /** * Finds an argument pin by name, checking strings in a strict, case sensitive fashion * * @param InPinName The pin name to check for * @return NULL if the pin was not found, otherwise the found pin. */ BLUEPRINTGRAPH_API UEdGraphPin* FindArgumentPin(const FText& InPinName) const; private: /** Returns a unique pin name to use for a pin */ FText GetUniquePinName(); private: /** When adding arguments to the node, their names are placed here and are generated as pins during construction */ UPROPERTY() TArray PinNames; /** The "Format" input pin, always available on the node */ UEdGraphPin* CachedFormatPin; /** Tooltip text for this node. */ FString NodeTooltip; };