Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputKey.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

97 lines
3.2 KiB
C++

// Copyright 1998-2017 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_InputKey.generated.h"
class FBlueprintActionDatabaseRegistrar;
class FKismetCompilerContext;
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 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 PostLoad() override;
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.
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:
/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
FNodeTextCache CachedTooltip;
FNodeTextCache CachedNodeTitle;
};