Files
integration/Source/Integration/ReadSlashCommand.h

75 lines
2.6 KiB
C
Raw Normal View History

2026-05-26 18:20:35 -04:00
////////////////////////////////////////////////////////////
//
// ReadSlashCommand.h
//
// K2Node that reads typed values from a UlxLuaValues array.
// Takes a prototype string like "string x, float y, int z"
// and creates output pins with the appropriate types.
//
////////////////////////////////////////////////////////////
#pragma once
#include "LuprexK2Node.h"
#include "ReadSlashCommand.generated.h"
class FBlueprintActionDatabaseRegistrar;
class FString;
class UEdGraph;
class UObject;
UCLASS(MinimalAPI)
class UK2Node_ReadSlashCommand : public UlxK2Node
{
GENERATED_BODY()
public:
//~ Begin UEdGraphNode Interface.
virtual void AllocateDefaultPins() override;
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual bool ShouldShowNodeProperties() const override { return true; }
virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override;
virtual FText GetTooltipText() const override;
virtual FText GetPinDisplayName(const UEdGraphPin* Pin) const override;
//~ End UEdGraphNode Interface.
//~ Begin UK2Node Interface.
virtual bool IsNodePure() const override { return false; }
virtual void ReconstructNode() override;
virtual bool NodeCausesStructuralBlueprintChange() const override { return true; }
virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
virtual ERedirectType DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const override;
virtual bool IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const override;
virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
virtual FText GetMenuCategory() const override;
virtual int32 GetNodeRefreshPriority() const override { return EBaseNodeRefreshPriority::Low_UsesDependentWildcard; }
//~ End UK2Node Interface.
private:
static const FName PrototypePinName;
static const FName InputValuesPinName;
static const FName ErrorPinName;
struct ParsingStep
{
FString Word;
FName PinName;
UFunction *ReadFunction;
};
bool ParsePrototype(const FString &Prototype, TArray<ParsingStep>& Steps);
private:
// Whenever the prototype pin value changes, we call
// ReconstructNode, which backs up the value into this
// property. This cache is needed because during
// ReconstructNode, we blow away the prototype pin. The
// prototype pin is also absent when the node is first
// created.
//
UPROPERTY()
FString ValuePrototype = TEXT("/command Integer Float");
};