Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_SwitchString.h
Michael Schoell ee4793e6e9 Switch On String node will obey case insensitivity by default as the details view says it is set to.
#jira UE-14225 - 'Is Case Sensitive' option on the Switch on Sting node doesn't toggle correctly

[CL 2524709 by Michael Schoell in Main branch]
2015-04-24 14:26:51 -04:00

49 lines
1.5 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node_Switch.h"
#include "K2Node_SwitchString.generated.h"
UCLASS(MinimalAPI)
class UK2Node_SwitchString : public UK2Node_Switch
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=PinOptions)
TArray<FString> PinNames;
UPROPERTY(EditAnywhere, Category=PinOptions)
uint32 bIsCaseSensitive : 1;
// UObject interface
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
// End of UObject interface
// UEdGraphNode interface
virtual FText GetTooltipText() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual bool ShouldShowNodeProperties() const override { return true; }
// End of UEdGraphNode interface
// UK2Node interface
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
// End of UK2Node interface
// UK2Node_Switch Interface
BLUEPRINTGRAPH_API virtual void AddPinToSwitchNode() override;
virtual FString GetUniquePinName() override;
virtual FEdGraphPinType GetPinType() const override;
// End of UK2Node_Switch Interface
virtual FString GetPinNameGivenIndex(int32 Index) override;
protected:
virtual void CreateSelectionPin() override;
virtual void CreateCasePins() override;
virtual void RemovePin(UEdGraphPin* TargetPin) override;
/** Sets the nodes function to call based on case sensitivity */
void SetupCaseSensitivityFunction();
};