Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_CallParentFunction.cpp
bryan sefcik 925161d3e2 Another IWYU pass on Engine/Source/Editor/...
#jira

[CL 21716486 by bryan sefcik in ue5-main branch]
2022-08-30 23:04:40 -04:00

98 lines
2.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "K2Node_CallParentFunction.h"
#include "EdGraph/EdGraphPin.h"
#include "EdGraphSchema_K2.h"
#include "Editor.h"
#include "Engine/Blueprint.h"
#include "Engine/MemberReference.h"
#include "GraphEditorSettings.h"
#include "HAL/PlatformMath.h"
#include "Internationalization/Internationalization.h"
#include "K2Node.h"
#include "Misc/Guid.h"
#include "Settings/EditorStyleSettings.h"
#include "Templates/Casts.h"
#include "UObject/Class.h"
#include "UObject/NameTypes.h"
#include "UObject/Script.h"
#define LOCTEXT_NAMESPACE "K2Node"
UK2Node_CallParentFunction::UK2Node_CallParentFunction(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bIsFinalFunction = true;
}
FText UK2Node_CallParentFunction::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
UFunction* Function = FunctionReference.ResolveMember<UFunction>(GetBlueprintClassFromNode());
FText FunctionName;
if (Function)
{
FunctionName = GetUserFacingFunctionName( Function );
}
else if ( GEditor && GetDefault<UEditorStyleSettings>()->bShowFriendlyNames )
{
FunctionName = FText::FromString(FName::NameToDisplayString(FunctionReference.GetMemberName().ToString(), false));
}
FFormatNamedArguments Args;
Args.Add(TEXT("FunctionName"), FunctionName);
return FText::Format( LOCTEXT( "CallSuperFunction", "Parent: {FunctionName}" ), Args);
}
FLinearColor UK2Node_CallParentFunction::GetNodeTitleColor() const
{
return GetDefault<UGraphEditorSettings>()->ParentFunctionCallNodeTitleColor;
}
void UK2Node_CallParentFunction::AllocateDefaultPins()
{
Super::AllocateDefaultPins();
const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* SelfPin = Schema->FindSelfPin(*this, EGPD_Input);
if( SelfPin )
{
SelfPin->bHidden = true;
}
}
void UK2Node_CallParentFunction::SetFromFunction(const UFunction* Function)
{
if (Function != NULL)
{
bIsPureFunc = Function->HasAnyFunctionFlags(FUNC_BlueprintPure);
bIsConstFunc = Function->HasAnyFunctionFlags(FUNC_Const);
UClass* OwnerClass = Function->GetOwnerClass();
FGuid FunctionGuid;
if (OwnerClass != nullptr)
{
OwnerClass = OwnerClass->GetAuthoritativeClass();
UBlueprint::GetGuidFromClassByFieldName<UFunction>(OwnerClass, Function->GetFName(), FunctionGuid);
}
FunctionReference.SetDirect(Function->GetFName(), FunctionGuid, OwnerClass, /*bIsConsideredSelfContext =*/false);
}
}
void UK2Node_CallParentFunction::FixupSelfMemberContext()
{
// Do nothing. We want the context to continue to be our parent class.
}
void UK2Node_CallParentFunction::PostPlacedNewNode()
{
// We don't want to check if our function exists in the current scope
UK2Node::PostPlacedNewNode();
}
#undef LOCTEXT_NAMESPACE