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Adapting the AST parser and compiler to deal with variable bindings on encapsulated nodes #rb jack.cai #jira UEA-564 [CL 15134612 by Helge Mathee in ue5-main branch]
56 lines
1.2 KiB
C++
56 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "RigVMModel/Nodes/RigVMEnumNode.h"
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const FString URigVMEnumNode::EnumName = TEXT("Enum");
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const FString URigVMEnumNode::EnumValueName = TEXT("EnumValue");
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const FString URigVMEnumNode::EnumIndexName = TEXT("EnumIndex");
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URigVMEnumNode::URigVMEnumNode()
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{
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}
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FString URigVMEnumNode::GetNodeTitle() const
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{
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if(UEnum* Enum = GetEnum())
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{
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return FString::Printf(TEXT("Enum %s"), *Enum->GetName());
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}
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return TEXT("Enum");
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}
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UEnum* URigVMEnumNode::GetEnum() const
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{
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return Cast<UEnum>(GetCPPTypeObject());
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}
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FString URigVMEnumNode::GetCPPType() const
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{
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URigVMPin* EnumValuePin = FindPin(EnumValueName);
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if (EnumValuePin == nullptr)
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{
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return FString();
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}
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return EnumValuePin->GetCPPType();
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}
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UObject* URigVMEnumNode::GetCPPTypeObject() const
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{
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URigVMPin* EnumValuePin = FindPin(EnumValueName);
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if (EnumValuePin == nullptr)
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{
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return nullptr;
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}
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return EnumValuePin->GetCPPTypeObject();
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}
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FString URigVMEnumNode::GetDefaultValue(const URigVMPin::FPinOverride& InOverride) const
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{
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URigVMPin* EnumValuePin = FindPin(EnumValueName);
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if (EnumValuePin == nullptr)
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{
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return FString();
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}
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return EnumValuePin->GetDefaultValue(InOverride);
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}
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