// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "BreakToDebugger.h" #include "FormatDataLibrary.h" #include "Containers/Array.h" #include "CoreMinimal.h" #include "EdGraph/EdGraphNode.h" #include "EdGraph/EdGraphPin.h" #include "HAL/Platform.h" #include "Internationalization/Text.h" #include "K2Node.h" #include "UObject/NameTypes.h" #include "UObject/ObjectMacros.h" #include "UObject/UObjectGlobals.h" #include "FormatMessage.generated.h" /** Format Log Verbosity: controls how a message from the "Format Log Message" * K2Node gets written to the log. * * 'Fatal' is deliberately placed at the end so that the editor defaults to * 'Error' (value 0) when the dropdown is uninitialized. This means the * numeric values don't match ELogVerbosity, so a conversion function is needed. * * ThrottledDisplay and ThrottledLog behave like Display and Log respectively, * but suppress repeated messages with the same format pattern, logging at most * once per second. */ UENUM(BlueprintType) enum class ElxFormatLogVerbosity : uint8 { /* Prints an error to the console and log file. The editor collects and reports errors. */ Error, /* Prints a warning to the console and log file. The editor collects and report warnings. */ Warning, /* Prints a message to the console and log file. */ Display, /* Prints a message to the log file, however, it does not print to the console. */ Log, /* Like Display, but suppresses repeated messages with the same format pattern (at most once per second). */ ThrottledDisplay, /* Like Log, but suppresses repeated messages with the same format pattern (at most once per second). */ ThrottledLog, /* Prints a message to a log file only if Verbose logging is enabled for the given category. This is usually used for detailed logging. */ Verbose, /* Prints a message to a log file. If VeryVerbose logging is enabled, then this is used for detailed logging that would otherwise spam output. */ VeryVerbose, /* Danger! Prints a fatal error to the console and log file, then crashes (this crashes the editor too). */ Fatal, }; class FBlueprintActionDatabaseRegistrar; class FString; class UEdGraph; class UObject; // // FormatMessage and FormatErrorMessage // // This file defines two K2Nodes: FormatMessage, and FormatErrorMessage. The // only difference between them is that the former outputs the message as an // output pin. The latter outputs the message to the log instead. // // To implement code reuse, we put all the code into FormatMessage, and made // FormatErrorMessage a derived class of FormatMessage. The derived class // doesn't override anything - all it does is set a flag, the flag changes // the behavior of FormatMessage. // // UCLASS(MinimalAPI) class UK2Node_FormatMessage : public UK2Node { GENERATED_UCLASS_BODY() //~ Begin UObject Interface virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override; //~ End UObject Interface //~ Begin UEdGraphNode Interface. virtual void AllocateDefaultPins() override; virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override; virtual bool ShouldShowNodeProperties() const override { return true; } virtual void PinConnectionListChanged(UEdGraphPin* Pin) override; virtual void PinDefaultValueChanged(UEdGraphPin* Pin) override; virtual void PinTypeChanged(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 PostReconstructNode() 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. protected: /** Create all necessary pins */ void CreateCorrectPins(); /** Synchronize the type of the given argument pin with the type its connected to, or reset it to a wildcard pin if there's no connection */ void SynchronizeArgumentPinType(UEdGraphPin* Pin); /** Our derived class will set this to true, altering the behavior of this K2Node. **/ virtual bool IsFormatErrorMessage() const { return false; } // When IsFormatErrorMessage is true, the K2Node macroexpands to call this // function, which formats the message and outputs it to the log. // UFUNCTION(BlueprintCallable, meta=(WorldContext = "Context", BlueprintInternalUseOnly = "true")) static void FormatLogMessageInternal(UObject *Context, ElxFormatLogVerbosity Verbosity, const FString &InPattern, TArray InArgs); private: static ELogVerbosity::Type ConvertElxFormatLogVerbosity(ElxFormatLogVerbosity Verbosity); protected: /** When adding arguments to the node, their names are placed here and are generated as pins during construction */ UPROPERTY() TArray PinNames; /** Tooltip text for this node. */ FText NodeTooltip; }; // // This derives from FormatMessage. // UCLASS(MinimalAPI) class UK2Node_FormatLogMessage : public UK2Node_FormatMessage { GENERATED_UCLASS_BODY() // Setting this flag alters the behavior of FormatMessage, making it // output to the log instead of to a pin. // virtual bool IsFormatErrorMessage() const override { return true; } };