Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputAction.h
Jaroslaw Palczynski 28fc7695a0 Missing chages for 2481343.
Some P4V problem with backing out large changelist missed some files.

#codereview Robert.Manuszewski

[CL 2481366 by Jaroslaw Palczynski in Main branch]
2015-03-17 06:17:32 -04:00

64 lines
2.3 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node.h"
#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTextCache
#include "K2Node_InputAction.generated.h"
UCLASS(MinimalAPI)
class UK2Node_InputAction : public UK2Node
{
GENERATED_UCLASS_BODY()
UPROPERTY()
FName InputActionName;
// Prevents actors with lower priority from handling this input
UPROPERTY(EditAnywhere, Category="Input")
uint32 bConsumeInput:1;
// Should the binding execute even when the game is paused
UPROPERTY(EditAnywhere, Category="Input")
uint32 bExecuteWhenPaused:1;
// Should any bindings to this event in parent classes be removed
UPROPERTY(EditAnywhere, Category="Input")
uint32 bOverrideParentBinding:1;
// Begin UObject interface
virtual void PostLoad() override;
// End UObject interface
// Begin UEdGraphNode interface.
virtual void AllocateDefaultPins() override;
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual FName GetPaletteIcon(FLinearColor& OutColor) const override{ return TEXT("GraphEditor.Event_16x"); }
virtual bool IsCompatibleWithGraph(UEdGraph const* Graph) const override;
// End UEdGraphNode interface.
// Begin UK2Node interface
virtual void ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const override;
virtual bool ShouldShowNodeProperties() const override { return true; }
virtual void ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FText GetMenuCategory() const override;
virtual FBlueprintNodeSignature GetSignature() const override;
// End UK2Node interface
/** Get the 'pressed' input pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetPressedPin() const;
/** Get the 'released' input pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetReleasedPin() const;
private:
void CreateInputActionEvent(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph, UEdGraphPin* InputActionPin, const EInputEvent InputKeyEvent);
/** Constructing FText strings can be costly, so we cache the node's title/tooltip */
FNodeTextCache CachedTooltip;
FNodeTextCache CachedNodeTitle;
};