Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_InputTouch.h
Mike Beach 1cfc231519 Handling enum/struct assets (so that the can be added into the blueprint menu database as they're created/updated).
Lots o' files!(changing UK2Node's GetMenuActions() function signature).

[CL 2269082 by Mike Beach in Main branch]
2014-08-23 20:16:29 -04:00

56 lines
1.9 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "K2Node.h"
#include "K2Node_InputTouch.generated.h"
UCLASS(MinimalAPI)
class UK2Node_InputTouch : public UK2Node
{
GENERATED_UCLASS_BODY()
// 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 UK2Node interface.
virtual bool ShouldShowNodeProperties() const override { return true; }
virtual void ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
// End UK2Node interface
// Begin UEdGraphNode interface.
virtual void AllocateDefaultPins() override;
virtual FLinearColor GetNodeTitleColor() const override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FName GetPaletteIcon(FLinearColor& OutColor) const override{ return TEXT("GraphEditor.TouchEvent_16x"); }
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FText GetMenuCategory() const override;
virtual bool IsCompatibleWithGraph(const UEdGraph* TargetGraph) const override;
// End UEdGraphNode interface.
BLUEPRINTGRAPH_API static UEnum* GetTouchIndexEnum();
/** Get the 'pressed' input pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetPressedPin() const;
/** Get the 'released' input pin */
BLUEPRINTGRAPH_API UEdGraphPin* GetReleasedPin() const;
BLUEPRINTGRAPH_API UEdGraphPin* GetLocationPin() const;
BLUEPRINTGRAPH_API UEdGraphPin* GetFingerIndexPin() const;
};