Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetInputAxisKeyValue.h
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

59 lines
2.0 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "InputCoreTypes.h"
#include "Textures/SlateIcon.h"
#include "EdGraph/EdGraph.h"
#include "BlueprintNodeSignature.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "K2Node_CallFunction.h"
#include "K2Node_GetInputAxisKeyValue.generated.h"
class FBlueprintActionDatabaseRegistrar;
class UDynamicBlueprintBinding;
UCLASS(MinimalAPI, meta=(Keywords = "Get"))
class UK2Node_GetInputAxisKeyValue : public UK2Node_CallFunction
{
GENERATED_UCLASS_BODY()
UPROPERTY()
FKey InputAxisKey;
// Prevents actors with lower priority from handling this input
UPROPERTY(EditAnywhere, Category="Input")
uint32 bConsumeInput:1;
// Should the binding gather input even when the game is paused
UPROPERTY(EditAnywhere, Category="Input")
uint32 bExecuteWhenPaused:1;
//~ Begin EdGraphNode Interface
virtual void AllocateDefaultPins() 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 EdGraphNode Interface
//~ Begin UK2Node Interface
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
virtual bool ShouldShowNodeProperties() const override { return true; }
virtual UClass* GetDynamicBindingClass() const override;
virtual void RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FText GetMenuCategory() const override;
virtual FBlueprintNodeSignature GetSignature() const override;
//~ End UK2Node Interface
void Initialize(const FKey AxisKey);
private:
/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
FNodeTextCache CachedTooltip;
FNodeTextCache CachedNodeTitle;
};