Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Public/CallFunctionHandler.h
Ryan Vance d57bbbcdaf Merging using MainToDevVR
#rb integration

[CL 4748914 by Ryan Vance in Dev-VR branch]
2019-01-17 19:43:28 -05:00

75 lines
2.5 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "KismetCompilerMisc.h"
#include "K2Node_CallFunction.h"
class FKismetCompilerContext;
struct FKismetFunctionContext;
//////////////////////////////////////////////////////////////////////////
// FKCHandler_CallFunction
class FKCHandler_CallFunction : public FNodeHandlingFunctor
{
public:
FKCHandler_CallFunction(FKismetCompilerContext& InCompilerContext)
: FNodeHandlingFunctor(InCompilerContext)
{
}
/**
* Searches for the function referenced by a graph node in the CallingContext class's list of functions,
* validates that the wiring matches up correctly, and creates an execution statement.
*/
void CreateFunctionCallStatement(FKismetFunctionContext& Context, UEdGraphNode* Node, UEdGraphPin* SelfPin);
bool IsCalledFunctionPure(UEdGraphNode* Node)
{
if(UK2Node_CallFunction* CallFunctionNode = Cast<UK2Node_CallFunction>(Node))
{
return CallFunctionNode->bIsPureFunc;
}
return false;
}
bool IsCalledFunctionFinal(UEdGraphNode* Node)
{
if(UK2Node_CallFunction* CallFunctionNode = Cast<UK2Node_CallFunction>(Node))
{
return CallFunctionNode->bIsFinalFunction;
}
return false;
}
bool IsCalledFunctionFromInterface(UEdGraphNode* Node)
{
if(UK2Node_CallFunction* CallFunctionNode = Cast<UK2Node_CallFunction>(Node))
{
return CallFunctionNode->bIsInterfaceCall;
}
return false;
}
private:
// Get the name of the function to call from the node
virtual FName GetFunctionNameFromNode(UEdGraphNode* Node) const;
UClass* GetCallingContext(FKismetFunctionContext& Context, UEdGraphNode* Node);
UClass* GetTrueCallingClass(FKismetFunctionContext& Context, UEdGraphPin* SelfPin);
public:
virtual void RegisterNets(FKismetFunctionContext& Context, UEdGraphNode* Node) override;
virtual void RegisterNet(FKismetFunctionContext& Context, UEdGraphPin* Net) override;
virtual UFunction* FindFunction(FKismetFunctionContext& Context, UEdGraphNode* Node);
virtual void Transform(FKismetFunctionContext& Context, UEdGraphNode* Node) override;
virtual void Compile(FKismetFunctionContext& Context, UEdGraphNode* Node) override;
virtual void CheckIfFunctionIsCallable(UFunction* Function, FKismetFunctionContext& Context, UEdGraphNode* Node);
virtual void AdditionalCompiledStatementHandling(FKismetFunctionContext& Context, UEdGraphNode* Node, FBlueprintCompiledStatement& Statement) {}
protected:
TMap<UEdGraphPin*, FBPTerminal*> InterfaceTermMap;
};