Lots of work on lua call interface, also improved makefiles
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87
Source/Integration/LuaCallNode.h
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87
Source/Integration/LuaCallNode.h
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "BlueprintErrors.h"
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#include "Containers/Array.h"
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#include "CoreMinimal.h"
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#include "EdGraph/EdGraphNode.h"
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#include "EdGraph/EdGraphPin.h"
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#include "HAL/Platform.h"
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#include "Internationalization/Text.h"
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#include "K2Node.h"
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#include "UObject/NameTypes.h"
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#include "UObject/ObjectMacros.h"
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#include "UObject/UObjectGlobals.h"
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#include "BlueprintErrors.h"
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#include "LuaCallNode.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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UENUM(BlueprintType)
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enum class ElxInvokeOrProbe : uint8 {
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/* Invoke the lua function: call it on the server, mutating the world state. */
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Invoke,
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/* Probe the lua function: call it locally, not mutating the world state. */
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Probe,
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};
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//
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// The Lua Call K2Node.
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//
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UCLASS(MinimalAPI)
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class UK2Node_LuaCall : public UK2Node
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{
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GENERATED_UCLASS_BODY()
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//~ Begin UObject Interface
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virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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//~ End UObject Interface
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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 PinConnectionListChanged(UEdGraphPin* Pin) override;
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virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override;
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virtual void PinTypeChanged(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 PostReconstructNode() 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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/** Create all necessary pins. */
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void CreateCorrectPins();
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/** Synchronize the type of the given pin with the type its connected to, or reset it to a wildcard pin if there's no connection */
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void SynchronizePinType(UEdGraphPin* Pin);
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private:
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/** The lua function prototype, which must be saved as a property **/
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UPROPERTY()
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FString LuaFunctionPrototype;
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/** Tooltip text for this node. */
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FText NodeTooltip;
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};
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