Files
integration/Source/Integration/ReadLuaValues.h

66 lines
2.3 KiB
C++

#pragma once
#include "LuprexK2Node.h"
#include "ReadLuaValues.generated.h"
class FBlueprintActionDatabaseRegistrar;
class FString;
class UEdGraph;
class UObject;
//
// The Lua Call K2Node.
//
UCLASS(MinimalAPI)
class UK2Node_ReadLuaValues : 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:
virtual bool IsInvoke() const { return true; }
/** Pin Names for the three built-in Pins **/
static const FName FunctionPinName;
static const FName PlacePinName;
static const FName ExtraResultsPinName;
static const FName ErrorPinName;
private:
// Whenever the function value changes, we call
// ReconstructNode, which backs up the value into this
// property. This cache is needed because during
// ReconstructNode, we blow away the function pin. The
// function pin is also absent when the node is first
// created.
//
UPROPERTY()
FString LuaFunctionPrototype = TEXT("class.func(int arg1, int arg2) : int ret1, int ret2");
};