Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_StructMemberGet.cpp
Michael Schoell 788de6f349 Removed GetNodeNativeTitle from the editor entirely, now uses BuildSourceString to obtain the source string in a more reliable way.
#codereview Justin.Sargent

[CL 2114371 by Michael Schoell in Main branch]
2014-06-23 15:36:50 -04:00

91 lines
2.7 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "StructMemberNodeHandlers.h"
//////////////////////////////////////////////////////////////////////////
// UK2Node_StructMemberGet
#define LOCTEXT_NAMESPACE "K2Node"
UK2Node_StructMemberGet::UK2Node_StructMemberGet(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
void UK2Node_StructMemberGet::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
{
FName PropertyName = (PropertyChangedEvent.Property != NULL) ? PropertyChangedEvent.Property->GetFName() : NAME_None;
if ((PropertyName == TEXT("bShowPin")))
{
GetSchema()->ReconstructNode(*this);
}
Super::PostEditChangeProperty(PropertyChangedEvent);
}
void UK2Node_StructMemberGet::AllocateDefaultPins()
{
//@TODO: Create a context pin
// Display any currently visible optional pins
{
FStructOperationOptionalPinManager OptionalPinManager;
OptionalPinManager.RebuildPropertyList(ShowPinForProperties, StructType);
OptionalPinManager.CreateVisiblePins(ShowPinForProperties, StructType, EGPD_Output, this);
}
}
void UK2Node_StructMemberGet::AllocatePinsForSingleMemberGet(FName MemberName)
{
//@TODO: Create a context pin
// Updater for subclasses that allow hiding pins
struct FSingleVariablePinManager : public FOptionalPinManager
{
FName MatchName;
FSingleVariablePinManager(FName InMatchName)
: MatchName(InMatchName)
{
}
// FOptionalPinsUpdater interface
virtual void GetRecordDefaults(UProperty* TestProperty, FOptionalPinFromProperty& Record) const override
{
Record.bCanToggleVisibility = false;
Record.bShowPin = TestProperty->GetFName() == MatchName;
}
// End of FOptionalPinsUpdater interface
};
// Display any currently visible optional pins
{
FSingleVariablePinManager PinManager(MemberName);
PinManager.RebuildPropertyList(ShowPinForProperties, StructType);
PinManager.CreateVisiblePins(ShowPinForProperties, StructType, EGPD_Output, this);
}
}
FString UK2Node_StructMemberGet::GetTooltip() const
{
FFormatNamedArguments Args;
Args.Add(TEXT("VariableName"), FText::FromString(GetVarNameString()));
return FText::Format(LOCTEXT("K2Node_StructMemberGet_Tooltip", "Get member variables of {VariableName}"), Args).ToString();
}
FText UK2Node_StructMemberGet::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
FFormatNamedArguments Args;
Args.Add(TEXT("VariableName"), FText::FromString(GetVarNameString()));
return FText::Format(LOCTEXT("GetMembersInVariable", "Get members in {VariableName}"), Args);
}
FNodeHandlingFunctor* UK2Node_StructMemberGet::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
{
return new FKCHandler_StructMemberVariableGet(CompilerContext);
}
#undef LOCTEXT_NAMESPACE