192 lines
6.2 KiB
C++
192 lines
6.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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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 "FormatError.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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//
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// The following UENUM contains all the ELogVerbosity levels, in a form
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// that the blueprint editor can manipulate.
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//
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// We deliberately moved Fatal to the end of the list, because the editor
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// will display these values in the order shown here, and we want Error to
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// be the value that is 'promoted', and we want Fatal to be buried as a
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// rarely-used option.
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//
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/** Log Verbosity: The importance of the message, which affects where the message goes and how it is filtered. */
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UENUM(BlueprintType)
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enum class ElxLogVerbosity : uint8 {
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/* Prints an error to the console and log file. The editor collects and reports errors. */
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Error,
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/* Prints a warning to the console and log file. The editor collects and report warnings. */
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Warning,
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/* Prints a message to the console and log file. */
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Display,
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/* Prints a message to the log file, however, it does not print to the console. */
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Log,
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/* Prints a message to a log file only if Verbose logging is enabled for the given category. This is usually used for detailed logging. */
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Verbose,
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/* Prints a message to a log file. If VeryVerbose logging is enabled, then this is used for detailed logging that would otherwise spam output. */
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VeryVerbose,
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/* Danger! Prints a fatal error to the console and log file, then crashes (this crashes the editor too). */
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Fatal,
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};
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/** Display Duration: How long to display a message in the game's viewport */
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UENUM(BlueprintType)
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enum class ElxDisplayDuration : uint8 {
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/* Do not display the message in the viewport */
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No_Show = 0,
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/* Display the message in the viewport for 1 seconds */
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Show_1_Seconds = 1,
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/* Display the message in the viewport for 2 seconds */
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Show_2_Seconds = 2,
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/* Display the message in the viewport for 3 seconds */
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Show_3_Seconds = 3,
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/* Display the message in the viewport for 4 seconds */
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Show_4_Seconds = 4,
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/* Display the message in the viewport for 5 seconds */
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Show_5_Seconds = 5,
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/* Display the message in the viewport for 10 seconds */
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Show_10_Seconds = 10,
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/* Display the message in the viewport for 20 seconds */
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Show_20_Seconds = 20,
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/* Display the message in the viewport for 30 seconds */
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Show_30_Seconds = 30,
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/* Display the message in the viewport for 40 seconds */
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Show_40_Seconds = 40,
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/* Display the message in the viewport for 50 seconds */
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Show_50_Seconds = 50,
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/* Display the message in the viewport for 60 seconds */
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Show_60_Seconds = 60,
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/* Display the message in the viewport for 70 seconds */
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Show_70_Seconds = 70,
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/* Display the message in the viewport for 80 seconds */
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Show_80_Seconds = 80,
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/* Display the message in the viewport for 90 seconds */
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Show_90_Seconds = 90,
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/* Display the message in the viewport for 1 minutes */
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Show_1_Minutes = 101,
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/* Display the message in the viewport for 2 minutes */
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Show_2_Minutes = 102,
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/* Display the message in the viewport for 3 minutes */
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Show_3_Minutes = 103,
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/* Display the message in the viewport for 4 minutes */
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Show_4_Minutes = 104,
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/* Display the message in the viewport for 5 minutes */
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Show_5_Minutes = 105,
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};
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//
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// Library functions used by Format Error Message.
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//
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UCLASS(MinimalAPI)
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class UlxFormatErrorLibrary : public UBlueprintFunctionLibrary
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintCallable, meta=(WorldContext = "Context", BlueprintInternalUseOnly = "true"))
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static void FormatErrorInternal(UObject *Context, ElxLogVerbosity Verbosity, ElxDisplayDuration DisplayDuration, const FString &InPattern, TArray<FFormatArgumentData> InArgs);
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};
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//
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// The Format Error Message K2Node.
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//
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UCLASS(MinimalAPI)
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class UK2Node_FormatError : 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 argument pin with the type its connected to, or reset it to a wildcard pin if there's no connection */
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void SynchronizeArgumentPinType(UEdGraphPin* Pin);
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private:
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/** When adding arguments to the node, their names are placed here and are generated as pins during construction */
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UPROPERTY()
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TArray<FString> PinNames;
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/** Tooltip text for this node. */
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FText NodeTooltip;
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};
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