New slash command parser
This commit is contained in:
74
Source/Integration/ReadSlashCommand.h
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74
Source/Integration/ReadSlashCommand.h
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////////////////////////////////////////////////////////////
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//
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// ReadSlashCommand.h
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//
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// K2Node that reads typed values from a UlxLuaValues array.
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// Takes a prototype string like "string x, float y, int z"
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// and creates output pins with the appropriate types.
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//
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////////////////////////////////////////////////////////////
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#pragma once
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#include "LuprexK2Node.h"
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#include "ReadSlashCommand.generated.h"
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class FBlueprintActionDatabaseRegistrar;
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class FString;
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class UEdGraph;
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class UObject;
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UCLASS(MinimalAPI)
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class UK2Node_ReadSlashCommand : public UlxK2Node
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{
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GENERATED_BODY()
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public:
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//~ Begin UEdGraphNode Interface.
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virtual void AllocateDefaultPins() override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual bool ShouldShowNodeProperties() const override { return true; }
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virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override;
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virtual FText GetTooltipText() const override;
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virtual FText GetPinDisplayName(const UEdGraphPin* Pin) const override;
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//~ End UEdGraphNode Interface.
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//~ Begin UK2Node Interface.
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virtual bool IsNodePure() const override { return false; }
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virtual void ReconstructNode() override;
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virtual bool NodeCausesStructuralBlueprintChange() const override { return true; }
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virtual void ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) override;
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virtual ERedirectType DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const override;
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virtual bool IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const override;
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virtual void GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const override;
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virtual FText GetMenuCategory() const override;
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virtual int32 GetNodeRefreshPriority() const override { return EBaseNodeRefreshPriority::Low_UsesDependentWildcard; }
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//~ End UK2Node Interface.
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private:
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static const FName PrototypePinName;
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static const FName InputValuesPinName;
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static const FName ErrorPinName;
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struct ParsingStep
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{
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FString Word;
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FName PinName;
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UFunction *ReadFunction;
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};
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bool ParsePrototype(const FString &Prototype, TArray<ParsingStep>& Steps);
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private:
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// Whenever the prototype pin value changes, we call
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// ReconstructNode, which backs up the value into this
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// property. This cache is needed because during
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// ReconstructNode, we blow away the prototype pin. The
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// prototype pin is also absent when the node is first
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// created.
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//
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UPROPERTY()
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FString ValuePrototype = TEXT("/command Integer Float");
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};
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