Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Public/CallFunctionHandler.h
Ben Marsh 149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00

70 lines
2.3 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "KismetCompiler.h"
//////////////////////////////////////////////////////////////////////////
// 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 FString 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;
};