Files
UnrealEngineUWP/Engine/Plugins/EnhancedInput/Source/InputBlueprintNodes/Private/K2Node_InputDebugKey.h
ben hoffman f67d3f3d13 Move the enhanced input plugin out of Experimental and into the normal /Engine/Plugins folder.
#jira UE-144847
#rb trivial
#preflight 62228bcf2f7d78332e1c4548

[CL 19277106 by ben hoffman in ue5-main branch]
2022-03-04 17:59:01 -05:00

96 lines
3.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "InputCoreTypes.h"
#include "EdGraph/EdGraph.h"
#include "Textures/SlateIcon.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "BlueprintNodeSignature.h"
#include "K2Node.h"
#include "K2Node_EventNodeInterface.h"
#include "K2Node_InputDebugKey.generated.h"
class FBlueprintActionDatabaseRegistrar;
class FKismetCompilerContext;
UCLASS()
class INPUTBLUEPRINTNODES_API UK2Node_InputDebugKey : public UK2Node, public IK2Node_EventNodeInterface
{
GENERATED_UCLASS_BODY()
// The key that is bound
UPROPERTY(EditAnywhere, Category="Input")
FKey InputKey;
// Should the binding execute even when the game is paused
UPROPERTY(EditAnywhere, Category="Input")
uint32 bExecuteWhenPaused:1;
// Does this binding require the control key on PC or the command key on Mac to be held
UPROPERTY(EditAnywhere, Category="Modifier")
uint32 bControl:1;
// Does this binding require the alt key to be held
UPROPERTY(EditAnywhere, Category="Modifier")
uint32 bAlt:1;
// Does this binding require the shift key to be held
UPROPERTY(EditAnywhere, Category="Modifier")
uint32 bShift:1;
// Does this binding require the windows key on PC or the control key on Mac to be held
UPROPERTY(EditAnywhere, Category="Modifier")
uint32 bCommand:1;
//~ Begin UObject Interface
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
//~ End UObject Interface
//~ Begin UK2Node Interface.
virtual bool ShouldShowNodeProperties() const override { return true; }
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
virtual void ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FText GetMenuCategory() const override;
virtual FBlueprintNodeSignature GetSignature() const override;
//~ End UK2Node Interface
//~ Begin UEdGraphNode Interface.
virtual void AllocateDefaultPins() override;
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual FSlateIcon GetIconAndTint(FLinearColor& OutColor) const override;
virtual bool IsCompatibleWithGraph(UEdGraph const* Graph) const override;
//~ End UEdGraphNode Interface.
//~ Begin IK2Node_EventNodeInterface Interface.
virtual TSharedPtr<FEdGraphSchemaAction> GetEventNodeAction(const FText& ActionCategory) override;
//~ End IK2Node_EventNodeInterface Interface.
FText GetModifierText() const;
FName GetModifierName() const;
FText GetKeyText() const;
/** Get the 'pressed' input pin */
UEdGraphPin* GetPressedPin() const;
/** Get the 'released' input pin */
UEdGraphPin* GetReleasedPin() const;
/** Get the 'Action Value' input pin */
UEdGraphPin* GetActionValuePin() const;
private:
/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
FNodeTextCache CachedTooltip;
FNodeTextCache CachedNodeTitle;
};