// 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(); 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(); for( TArray::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(); 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); }