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#change UK2Node_CallFunction::GetFunctionGraph now returns the proper graph from whatever Blueprint the function belongs to #change Cleaned up double clicking on function call nodes #ttp 316688 - UE4: BLUEPRINTS: Go to definition behavior should be available in the right-click context menu for function calls [CL 2270980 by Michael Schoell in Main branch]
122 lines
3.6 KiB
C++
122 lines
3.6 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Slate.h"
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class FGraphEditorCommandsImpl : public TCommands<FGraphEditorCommandsImpl>
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{
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public:
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FGraphEditorCommandsImpl()
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: TCommands<FGraphEditorCommandsImpl>( TEXT("GraphEditor"), NSLOCTEXT("Contexts", "GraphEditor", "Graph Editor"), NAME_None, FEditorStyle::GetStyleSetName() )
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{
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}
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virtual ~FGraphEditorCommandsImpl()
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{
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}
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GRAPHEDITOR_API virtual void RegisterCommands() override;
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TSharedPtr< FUICommandInfo > ReconstructNodes;
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TSharedPtr< FUICommandInfo > BreakNodeLinks;
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// Execution sequence specific commands
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TSharedPtr< FUICommandInfo > AddExecutionPin;
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TSharedPtr< FUICommandInfo > RemoveExecutionPin;
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// SetFieldsInStruct specific commands
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TSharedPtr< FUICommandInfo > RemoveThisStructVarPin;
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TSharedPtr< FUICommandInfo > RemoveOtherStructVarPins;
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TSharedPtr< FUICommandInfo > RestoreAllStructVarPins;
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// Select node specific commands
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TSharedPtr< FUICommandInfo > AddOptionPin;
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TSharedPtr< FUICommandInfo > RemoveOptionPin;
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TSharedPtr< FUICommandInfo > ChangePinType;
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// Pin visibility modes
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TSharedPtr< FUICommandInfo > ShowAllPins;
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TSharedPtr< FUICommandInfo > HideNoConnectionPins;
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TSharedPtr< FUICommandInfo > HideNoConnectionNoDefaultPins;
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// Event / Function Entry commands
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TSharedPtr< FUICommandInfo > AddParentNode;
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// Debugging commands
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TSharedPtr< FUICommandInfo > RemoveBreakpoint;
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TSharedPtr< FUICommandInfo > AddBreakpoint;
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TSharedPtr< FUICommandInfo > EnableBreakpoint;
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TSharedPtr< FUICommandInfo > DisableBreakpoint;
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TSharedPtr< FUICommandInfo > ToggleBreakpoint;
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// Encapsulation commands
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TSharedPtr< FUICommandInfo > CollapseNodes;
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TSharedPtr< FUICommandInfo > PromoteSelectionToFunction;
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TSharedPtr< FUICommandInfo > PromoteSelectionToMacro;
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TSharedPtr< FUICommandInfo > ExpandNodes;
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TSharedPtr< FUICommandInfo > CollapseSelectionToFunction;
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TSharedPtr< FUICommandInfo > CollapseSelectionToMacro;
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//
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TSharedPtr< FUICommandInfo > SelectReferenceInLevel;
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TSharedPtr< FUICommandInfo > AssignReferencedActor;
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// Find variable references
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TSharedPtr< FUICommandInfo > FindVariableReferences;
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// Goto native code actions
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TSharedPtr< FUICommandInfo > GotoNativeFunctionDefinition;
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TSharedPtr< FUICommandInfo > GotoNativeVariableDefinition;
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// Jumps to a call function node's graph
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TSharedPtr< FUICommandInfo > GoToDefinition;
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// Pin-specific actions
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TSharedPtr< FUICommandInfo > BreakPinLinks;
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TSharedPtr< FUICommandInfo > PromoteToVariable;
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TSharedPtr< FUICommandInfo > SplitStructPin;
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TSharedPtr< FUICommandInfo > RecombineStructPin;
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TSharedPtr< FUICommandInfo > StartWatchingPin;
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TSharedPtr< FUICommandInfo > StopWatchingPin;
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// SkeletalControl specific commands
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TSharedPtr< FUICommandInfo > SelectBone;
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// Blend list options
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TSharedPtr< FUICommandInfo > AddBlendListPin;
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TSharedPtr< FUICommandInfo > RemoveBlendListPin;
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// options for sequence/evaluator converter
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TSharedPtr< FUICommandInfo > ConvertToSeqEvaluator;
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TSharedPtr< FUICommandInfo > ConvertToSeqPlayer;
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// options for blendspace sequence/evaluator converter
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TSharedPtr< FUICommandInfo > ConvertToBSEvaluator;
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TSharedPtr< FUICommandInfo > ConvertToBSPlayer;
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// option for opening the asset related to the graph node
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TSharedPtr< FUICommandInfo > OpenRelatedAsset;
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//open function editor
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TSharedPtr< FUICommandInfo > EditTunnel;
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//create a comment node
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TSharedPtr< FUICommandInfo > CreateComment;
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// Find instances of a Custom event node
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TSharedPtr< FUICommandInfo > FindInstancesOfCustomEvent;
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};
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class GRAPHEDITOR_API FGraphEditorCommands
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{
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public:
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static void Register();
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static const FGraphEditorCommandsImpl& Get();
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static void Unregister();
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};
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