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122 lines
3.6 KiB
C++
122 lines
3.6 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "BlueprintGraphPrivatePCH.h"
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#include "../../../Runtime/Engine/Classes/Kismet/KismetMathLibrary.h"
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#include "BlueprintNodeSpawner.h"
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#include "BlueprintActionDatabaseRegistrar.h"
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#include "K2Node_SwitchName.h"
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UK2Node_SwitchName::UK2Node_SwitchName(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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FunctionName = TEXT("NotEqual_NameName");
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FunctionClass = UKismetMathLibrary::StaticClass();
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}
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void UK2Node_SwitchName::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
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{
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bool bIsDirty = false;
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FName PropertyName = (PropertyChangedEvent.Property != NULL) ? PropertyChangedEvent.Property->GetFName() : NAME_None;
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if (PropertyName == TEXT("PinNames"))
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{
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bIsDirty = true;
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}
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if (bIsDirty)
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{
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ReconstructNode();
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GetGraph()->NotifyGraphChanged();
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}
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Super::PostEditChangeProperty(PropertyChangedEvent);
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}
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FText UK2Node_SwitchName::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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return NSLOCTEXT("K2Node", "Switch_Name", "Switch on Name");
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}
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FText UK2Node_SwitchName::GetTooltipText() const
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{
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return NSLOCTEXT("K2Node", "SwitchName_ToolTip", "Selects an output that matches the input value");
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}
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void UK2Node_SwitchName::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
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{
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// actions get registered under specific object-keys; the idea is that
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// actions might have to be updated (or deleted) if their object-key is
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// mutated (or removed)... here we use the node's class (so if the node
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// type disappears, then the action should go with it)
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UClass* ActionKey = GetClass();
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// to keep from needlessly instantiating a UBlueprintNodeSpawner, first
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// check to make sure that the registrar is looking for actions of this type
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// (could be regenerating actions for a specific asset, and therefore the
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// registrar would only accept actions corresponding to that asset)
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if (ActionRegistrar.IsOpenForRegistration(ActionKey))
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{
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UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
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check(NodeSpawner != nullptr);
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ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
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}
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}
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void UK2Node_SwitchName::CreateSelectionPin()
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{
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const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
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UEdGraphPin* Pin = CreatePin(EGPD_Input, K2Schema->PC_Name, TEXT(""), NULL, false, false, TEXT("Selection"));
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K2Schema->SetPinDefaultValueBasedOnType(Pin);
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}
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FEdGraphPinType UK2Node_SwitchName::GetPinType() const
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{
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FEdGraphPinType PinType;
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PinType.PinCategory = UEdGraphSchema_K2::PC_Name;
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return PinType;
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}
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FString UK2Node_SwitchName::GetPinNameGivenIndex(int32 Index)
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{
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check(Index);
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return PinNames[Index].ToString();
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}
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void UK2Node_SwitchName::CreateCasePins()
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{
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const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
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for( TArray<FName>::TIterator it(PinNames); it; ++it )
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{
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CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, (*it).ToString());
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}
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}
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FString UK2Node_SwitchName::GetUniquePinName()
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{
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FString NewPinName;
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int32 Index = 0;
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while (true)
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{
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NewPinName = FString::Printf(TEXT("Case_%d"), Index++);
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if (!FindPin(NewPinName))
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{
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break;
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}
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}
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return NewPinName;
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}
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void UK2Node_SwitchName::AddPinToSwitchNode()
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{
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FString PinName = GetUniquePinName();
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PinNames.Add(FName(*PinName));
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const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
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CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, PinName);
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}
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void UK2Node_SwitchName::RemovePin(UEdGraphPin* TargetPin)
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{
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checkSlow(TargetPin);
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// Clean-up pin name array
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PinNames.Remove(FName(*TargetPin->PinName));
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} |