Files
UnrealEngineUWP/Engine/Source/Editor/ReferenceViewer/Classes/EdGraphNode_Reference.h
Jaroslaw Palczynski f23f29257b Back out changelist 2481333
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.

#codereview Robert.Manuszewski

[CL 2481343 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:38:32 -04:00

49 lines
1.4 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AssetData.h"
#include "EdGraphNode_Reference.generated.h"
UCLASS()
class UEdGraphNode_Reference : public UEdGraphNode
{
GENERATED_UCLASS_BODY()
virtual void SetupReferenceNode(const FIntPoint& NodeLoc, const TArray<FName>& NewPackageNames, const FAssetData& InAssetData);
virtual void SetReferenceNodeCollapsed(const FIntPoint& NodeLoc, int32 InNumReferencesExceedingMax);
virtual void AddReferencer(class UEdGraphNode_Reference* ReferencerNode);
virtual FName GetPackageName() const;
class UEdGraph_ReferenceViewer* GetReferenceViewerGraph() const;
// UEdGraphNode implementation
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual void AllocateDefaultPins() override;
virtual UObject* GetJumpTargetForDoubleClick() const override;
// End UEdGraphNode implementation
void CacheAssetData(const FAssetData& AssetData);
bool UsesThumbnail() const;
FAssetData GetAssetData() const;
protected:
virtual UEdGraphPin* GetDependencyPin();
virtual UEdGraphPin* GetReferencerPin();
class UEdGraph_ReferenceViewer* GetReferenceGraph() const
{
return CastChecked<UEdGraph_ReferenceViewer>(GetOuter());
}
private:
TArray<FName> PackageNames;
FText NodeTitle;
bool bUsesThumbnail;
FAssetData CachedAssetData;
UEdGraphPin* DependencyPin;
UEdGraphPin* ReferencerPin;
};