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#jira UE-14414 - Japanese node labels are not displayed properly [CL 2528578 by Michael Schoell in Main branch]
209 lines
8.3 KiB
C++
209 lines
8.3 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "K2Node.h"
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#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTextCache
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#include "Engine/MemberReference.h"
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#include "K2Node_CallFunction.generated.h"
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UCLASS()
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class BLUEPRINTGRAPH_API UK2Node_CallFunction : public UK2Node
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{
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GENERATED_UCLASS_BODY()
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/** Indicates that this is a call to a pure function */
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UPROPERTY()
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uint32 bIsPureFunc:1;
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/** Indicates that this is a call to a const function */
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UPROPERTY()
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uint32 bIsConstFunc:1;
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/** Indicates that during compile we want to create multiple exec pins from an enum param */
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UPROPERTY()
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uint32 bWantsEnumToExecExpansion:1;
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/** Indicates that this is a call to an interface function */
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UPROPERTY()
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uint32 bIsInterfaceCall:1;
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/** Indicates that this is a call to a final / superclass's function */
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UPROPERTY()
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uint32 bIsFinalFunction:1;
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/** Indicates that this is a 'bead' function with no fixed location; it is drawn between the nodes that it is wired to */
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UPROPERTY()
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uint32 bIsBeadFunction:1;
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/** The function to call */
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UPROPERTY()
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FMemberReference FunctionReference;
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private:
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/** The name of the function to call */
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UPROPERTY()
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FName CallFunctionName_DEPRECATED;
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/** The class that the function is from. */
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UPROPERTY()
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TSubclassOf<class UObject> CallFunctionClass_DEPRECATED;
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/** Constructing FText strings can be costly, so we cache the node's tooltip */
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FNodeTextCache CachedTooltip;
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public:
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// UObject interface
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virtual void PostDuplicate(bool bDuplicateForPIE) override;
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virtual void Serialize(FArchive& Ar) override;
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// End of UObject interface
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// UEdGraphNode interface
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virtual void AllocateDefaultPins() override;
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virtual void DestroyNode() override;
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virtual FLinearColor GetNodeTitleColor() const override;
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virtual FText GetTooltipText() const override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FString GetDescriptiveCompiledName() const override;
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virtual bool IsDeprecated() const override;
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virtual bool ShouldWarnOnDeprecation() const override;
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virtual FString GetDeprecationMessage() const override;
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virtual void PostPlacedNewNode() override;
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virtual FString GetDocumentationLink() const override;
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virtual FString GetDocumentationExcerptName() const override;
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virtual FName GetPaletteIcon(FLinearColor& OutColor) const override;
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virtual bool CanPasteHere(const UEdGraph* TargetGraph) const override;
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virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override;
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// End of UEdGraphNode interface
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// UK2Node interface
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virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
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virtual bool IsNodePure() const override { return bIsPureFunc; }
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virtual bool HasExternalDependencies(TArray<class UStruct*>* OptionalOutput) const override;
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virtual void PostReconstructNode() override;
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virtual bool ShouldDrawCompact() const override;
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virtual bool ShouldDrawAsBead() const override;
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virtual FText GetCompactNodeTitle() const override;
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virtual void PostPasteNode() override;
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virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
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virtual bool ShouldShowNodeProperties() const override;
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virtual void GetRedirectPinNames(const UEdGraphPin& Pin, TArray<FString>& RedirectPinNames) const override;
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virtual void NotifyPinConnectionListChanged(UEdGraphPin* Pin) override;
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virtual class FNodeHandlingFunctor* CreateNodeHandler(class FKismetCompilerContext& CompilerContext) const override;
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virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
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virtual FName GetCornerIcon() const override;
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virtual FText GetToolTipHeading() const override;
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virtual void GetNodeAttributes( TArray<TKeyValuePair<FString, FString>>& OutNodeAttributes ) const override;
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virtual FText GetMenuCategory() const override;
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virtual bool IsActionFilteredOut(class FBlueprintActionFilter const& Filter) override;
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// End of UK2Node interface
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/** Returns the UFunction that this class is pointing to */
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UFunction* GetTargetFunction() const;
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/** Get the then output pin */
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UEdGraphPin* GetThenPin() const;
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/** Get the return value pin */
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UEdGraphPin* GetReturnValuePin() const;
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/** @return true if the function is a latent operation */
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bool IsLatentFunction() const;
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/** @return true if this function can be called on multiple contexts at once */
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virtual bool AllowMultipleSelfs(bool bInputAsArray) const override;
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/**
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* Creates a self pin for the graph, taking into account the scope of the function call
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*
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* @param Function The function to be called by the Node.
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*
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* @return Pointer to the pin that was created
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*/
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virtual UEdGraphPin* CreateSelfPin(const UFunction* Function);
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/**
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* Creates all of the pins required to call a particular UFunction.
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*
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* @param Function The function to be called by the Node.
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*
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* @return true on success.
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*/
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bool CreatePinsForFunctionCall(const UFunction* Function);
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/** Create exec pins for this function. May be multiple is using 'expand enum as execs' */
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void CreateExecPinsForFunctionCall(const UFunction* Function);
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virtual void PostParameterPinCreated(UEdGraphPin *Pin) {}
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/** Gets the user-facing name for the function */
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static FText GetUserFacingFunctionName(const UFunction* Function);
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/** Set up a pins tooltip from a function's tooltip */
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static void GeneratePinTooltipFromFunction(UEdGraphPin& Pin, const UFunction* Function);
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/** Gets the non-specific tooltip for the function */
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static FString GetDefaultTooltipForFunction(const UFunction* Function);
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/** Get default category for this function in action menu */
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static FString GetDefaultCategoryForFunction(const UFunction* Function, const FString& BaseCategory);
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/** Get keywords for this function in the action menu */
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static FText GetKeywordsForFunction(const UFunction* Function);
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/** Should be drawn compact for this function */
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static bool ShouldDrawCompact(const UFunction* Function);
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/** Get the compact name for this function */
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static FString GetCompactNodeTitle(const UFunction* Function);
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/** Get the text to use to explain the context for this function (used on node title) */
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virtual FText GetFunctionContextString() const;
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/** Set properties of this node from a supplied function (does not save ref to function) */
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virtual void SetFromFunction(const UFunction* Function);
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static void CallForEachElementInArrayExpansion(UK2Node* Node, UEdGraphPin* MultiSelf, FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph);
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static UEdGraphPin* InnerHandleAutoCreateRef(UK2Node* Node, UEdGraphPin* Pin, FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph, bool bForceAssignment);
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/**
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* Returns the graph for this function, if available. In cases of calling an event, it will be the ubergraph for the event
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*
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* @param OutGraphNode If this function calls an event, this param is the event node, otherwise it is NULL
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*/
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UEdGraph* GetFunctionGraph(const UEdGraphNode*& OutGraphNode) const;
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/** Checks if the property is marked as "CustomStructureParam" */
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static bool IsStructureWildcardProperty(const UFunction* InFunction, const FString& PropertyName);
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/** Used to determine the result of AllowMultipleSelfs() (without having a node instance) */
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static bool CanFunctionSupportMultipleTargets(UFunction const* InFunction);
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/** */
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static FName GetPaletteIconForFunction(UFunction const* Function, FLinearColor& OutColor);
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private:
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/** Helper function to check if the SelfPin is wired correctly */
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bool IsSelfPinCompatibleWithBlueprintContext (UEdGraphPin *SelfPin, UBlueprint* BlueprintObj) const;
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/* Looks at function metadata and properties to determine if this node should be using enum to exec expansion */
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void DetermineWantsEnumToExecExpansion(const UFunction* Function);
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/**
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* Creates hover text for the specified pin.
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*
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* @param Pin The pin you want hover text for (should belong to this node)
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*/
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void GeneratePinTooltip(UEdGraphPin& Pin) const;
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/**
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* Connect Execute and Then pins for functions, which became pure.
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*/
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bool ReconnectPureExecPins(TArray<UEdGraphPin*>& OldPins);
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protected:
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/** Helper function to ensure function is called in our context */
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virtual void EnsureFunctionIsInBlueprint();
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/** Helper function to find UFunction entries from the skeleton class, use with caution.. */
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UFunction* GetTargetFunctionFromSkeletonClass() const;
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};
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