Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.h
Michael Schoell 0a41fb741e #summary Can search for nodes in the palette menu in Blueprints with both the native name and the localized name.
#add Added UEdGraphNode::GetNodeNativeTitle to return a native title for a node.
#add Added UEdGraphNode::GetNodeSearchTitle to return the native and localized title for a node, together, for searching.
#add Can hold "alt" over a node (in the graph panel, or the palette) to see the native name of the node.

#ttp 331252 - Blueprints: Editor: L10N: Blueprints need to consistently show localized node names and when searching need to search both the localized name and the native name

#codereview justin.sargent

[CL 2044506 by Michael Schoell in Main branch]
2014-04-23 18:30:37 -04:00

74 lines
2.4 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_InputKey.generated.h"
UCLASS(MinimalAPI)
class UK2Node_InputKey : public UK2Node
{
GENERATED_UCLASS_BODY()
// The key that is bound
UPROPERTY(EditAnywhere, Category="Input")
FKey InputKey;
// Prevents actors with lower priority from handling this input
UPROPERTY(EditAnywhere, Category="Input")
uint32 bConsumeInput:1;
// Should the binding execute even when the game is paused
UPROPERTY(EditAnywhere, Category="Input")
uint32 bExecuteWhenPaused:1;
// Should any bindings to this event in parent classes be removed
UPROPERTY(EditAnywhere, Category="Input")
uint32 bOverrideParentBinding:1;
// Does this binding requires the control key to be held
UPROPERTY(EditAnywhere, Category="Modifier")
uint32 bControl:1;
// Does this binding requires the alt key to be held
UPROPERTY(EditAnywhere, Category="Modifier")
uint32 bAlt:1;
// Does this binding requires the shift key to be held
UPROPERTY(EditAnywhere, Category="Modifier")
uint32 bShift:1;
// Begin UObject interface
virtual void PostLoad() 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;
// End UK2Node interface
// Begin UEdGraphNode interface.
virtual void AllocateDefaultPins() OVERRIDE;
virtual FLinearColor GetNodeTitleColor() const OVERRIDE;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
virtual FString GetNodeNativeTitle(ENodeTitleType::Type TitleType) const OVERRIDE;
virtual FString GetTooltip() const OVERRIDE;
virtual FName GetPaletteIcon(FLinearColor& OutColor) const OVERRIDE;
// End UEdGraphNode interface.
BLUEPRINTGRAPH_API FText GetModifierText() const;
BLUEPRINTGRAPH_API FName GetModifierName() const;
BLUEPRINTGRAPH_API FText GetKeyText() const;
/** Get the 'pressed' input pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetPressedPin() const;
/** Get the 'released' input pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetReleasedPin() const;
private:
void CreateInputKeyEvent(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph, UEdGraphPin* InputKeyPin, const EInputEvent KeyEvent);
};