// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "EdGraph/EdGraphNode.h" #include "EdGraph/EdGraphPin.h" class FCompilerResultsLog; class SGraphNode; class SGraphPin; class UEdGraph; ////////////////////////////////////////////////////////////////////////// struct UNREALED_API FGraphPanelNodeFactory: public TSharedFromThis { public: virtual ~FGraphPanelNodeFactory() {} virtual TSharedPtr CreateNode(class UEdGraphNode* Node) const { return NULL; } }; ////////////////////////////////////////////////////////////////////////// struct UNREALED_API FGraphPanelPinFactory: public TSharedFromThis { public: virtual ~FGraphPanelPinFactory() {} virtual TSharedPtr CreatePin(class UEdGraphPin* Pin) const { return NULL; } }; ////////////////////////////////////////////////////////////////////////// struct UNREALED_API FGraphPanelPinConnectionFactory: public TSharedFromThis { public: virtual ~FGraphPanelPinConnectionFactory() {} virtual class FConnectionDrawingPolicy* CreateConnectionPolicy(const class UEdGraphSchema* Schema, int32 InBackLayerID, int32 InFrontLayerID, float ZoomFactor, const class FSlateRect& InClippingRect, class FSlateWindowElementList& InDrawElements, class UEdGraph* InGraphObj) const { return nullptr; } }; ////////////////////////////////////////////////////////////////////////// class UNREALED_API FEdGraphUtilities { public: static void RegisterVisualNodeFactory(TSharedPtr NewFactory); static void UnregisterVisualNodeFactory(TSharedPtr OldFactory); static void RegisterVisualPinFactory(TSharedPtr NewFactory); static void UnregisterVisualPinFactory(TSharedPtr OldFactory); static void RegisterVisualPinConnectionFactory(TSharedPtr NewFactory); static void UnregisterVisualPinConnectionFactory(TSharedPtr OldFactory); /** After pasting nodes, need to perform some fixup for pins etc. */ static void PostProcessPastedNodes(TSet& SpawnedNodes); /** Finds the net associated with a particular pin */ static UEdGraphPin* GetNetFromPin(UEdGraphPin* Pin); /** * Clones (deep copies) a UEdGraph, including all of it's nodes and pins and their links, maintaining a mapping from the clone to the source nodes (even across multiple clonings) * A NewOuter of NULL indicates the transient package */ static UEdGraph* CloneGraph(UEdGraph* Source, UObject* NewOuter, FCompilerResultsLog* MessageLog = NULL, bool bCloningForCompile = false); /** * Clones the content from SourceGraph and merges it into MergeTarget; * including merging/flattening all of the children from the SourceGraph into MergeTarget * * Also optionally populates *OutClonedNodes with the list of cloned objects. * * @param MergeTarget The graph to merge the source graph into * @param SourceGraph Graph to merge from * @param MessageLog MessageLog to report errors and warnings to * @param bRequireSchemaMatch TRUE if the graphs must have the same schema for the merge to occur * @param OutClonedNodes Will populate with a full list of cloned nodes if provided * @param bInIsCompiling TRUE if the function is being called during compilation, this will eliminate some nodes that will not be compiled */ static void CloneAndMergeGraphIn(UEdGraph* MergeTarget, UEdGraph* SourceGraph, FCompilerResultsLog& MessageLog, bool bRequireSchemaMatch, bool bInIsCompiling = false, TArray* OutClonedNodes = NULL); /** * Moves the contents of all of the children graphs of ParentGraph (recursively) into the MergeTarget graph. * This does not clone, it's destructive to the ParentGraph */ static void MergeChildrenGraphsIn(UEdGraph* MergeTarget, UEdGraph* ParentGraph, bool bRequireSchemaMatch, bool bInIsCompiling = false, FCompilerResultsLog* MessageLog = nullptr); /** Tries to rename the graph to have a name similar to BaseName */ static void RenameGraphCloseToName(UEdGraph* Graph, const FString& BaseName, int32 StartIndex = 1); static void RenameGraphToNameOrCloseToName(UEdGraph* Graph, const FString& DesiredName); /** * Exports a set of nodes to text * * @param NodesToExport Set of nodes to export, all nodes must be in the same graph * @param [out] ExportedText The text representation will be stored here */ static void ExportNodesToText(TSet NodesToExport, /*out*/ FString& ExportedText); /** * Imports a set of previously exported nodes into a graph * * @param DestinationGraph The target graph to place the imported nodes in * @param TextToImport The text representation of the nodes to import * @param [out] ImportedNodeSet The set of nodes that were imported */ static void ImportNodesFromText(UEdGraph* DestinationGraph, const FString& TextToImport, /*out*/ TSet& ImportedNodeSet); /** * Can we import nodes from this text ? * * @param DestinationGraph The target graph to place the imported nodes in * @param TextToImport The text representation of the nodes to import */ static bool CanImportNodesFromText(const UEdGraph* DestinationGraph, const FString& TextToImport); // Calculates an approximate bounding box for the specified nodes static FIntRect CalculateApproximateNodeBoundaries(const TArray& Nodes); /** Copy Common State of data from OldNode to NewNode **/ static void CopyCommonState(UEdGraphNode* OldNode, UEdGraphNode* NewNode); struct UNREALED_API FNodeVisitor { TSet VisitedNodes; void TouchNode(UEdGraphNode* Node) { } void TraverseNodes(UEdGraphNode* Node); }; /** returns true if the ParameterName is marked as a SetParam in the relevant Function */ static bool IsSetParam(const UFunction* Function, const FName ParameterName); /** returns true if the ParameterName is marked as a MapParam, MapKeyParam, or MapValueParam in the relevant Function */ static bool IsMapParam(const UFunction* Function, const FName ParameterName); /** returns true if the ParameterName is marked as ArrayTypeDependentParams */ static bool IsArrayDependentParam(const UFunction* Function, const FName ParameterName); /** returns true if the ParamaterName is marked as a Set, Map, or array param in the relevant function */ static bool IsDynamicContainerParam(const UFunction* Function, const FName ParameterName); /** returns the first pin marked as an ArrayParam, usually returning nullptr */ static UEdGraphPin* FindArrayParamPin(const UFunction* Function, const UEdGraphNode* Node); /** returns the first pin marked as an SetParam, usually returning nullptr */ static UEdGraphPin* FindSetParamPin(const UFunction* Function, const UEdGraphNode* Node); /** returns the first pin marked as an MapParam, usually returning nullptr */ static UEdGraphPin* FindMapParamPin(const UFunction* Function, const UEdGraphNode* Node); /** returns the first pin referred to in a , and | delineated list of pin names */ static UEdGraphPin* FindPinFromMetaData(const UFunction* Function, const UEdGraphNode* Node, FName MetaData); /** * Output a map of pin names to a set of connections given a function entry pin * * @param Node The entry pin to gather connections from * @param OutPinConnections Output map of connection data */ static void GetPinConnectionMap(const UEdGraphNode* Node, TMap>& OutPinConnections); /** * Reconnect the pin map to the given node * * @param Node The node to connect pins to * @param PinConnections Map of pin connections to set */ static void ReconnectPinMap(UEdGraphNode* Node, const TMap>& PinConnections); /** Copy pin default values between nodes for any pins with matching names */ static void CopyPinDefaults(const UEdGraphNode* NodeFrom, UEdGraphNode* NodeTo); private: static TArray> VisualNodeFactories; static TArray> VisualPinFactories; static TArray> VisualPinConnectionFactories; friend class FNodeFactory; // Should never create an instance of this class FEdGraphUtilities() {} }; ////////////////////////////////////////////////////////////////////////// /** A weak reference to a UEdGraphPin object that can remain valid through pin connection state changes that might trigger owner node reconstruction */ struct FWeakGraphPinPtr { /** Default constructor */ FORCEINLINE FWeakGraphPinPtr() { Reset(); } /** Construct from another weak pointer */ FORCEINLINE FWeakGraphPinPtr(const FWeakGraphPinPtr& OtherPinPtr) { (*this) = OtherPinPtr; } /** Construct from a UEdGraphPin object pointer */ FORCEINLINE FWeakGraphPinPtr(const class UEdGraphPin* Pin) { (*this) = Pin; } /** Reset the weak pointer back to NULL state */ FORCEINLINE void Reset() { PinName = TEXT(""); PinReference = FEdGraphPinReference(); NodeObjectPtr.Reset(); } /** Assign from another weak pointer */ FORCEINLINE void operator=(const FWeakGraphPinPtr& OtherPinPtr) { PinName = OtherPinPtr.PinName; PinReference = OtherPinPtr.PinReference; NodeObjectPtr = OtherPinPtr.NodeObjectPtr; } /** Assign from a UEdGraphPin object pointer */ UNREALED_API void operator=(const class UEdGraphPin* Pin); /** Compare weak pointers for equality */ FORCEINLINE bool operator==(const FWeakGraphPinPtr& OtherPinPtr) const { return PinName == OtherPinPtr.PinName && PinReference == OtherPinPtr.PinReference && NodeObjectPtr == OtherPinPtr.NodeObjectPtr; } /** Compare weak pointers for inequality */ FORCEINLINE bool operator!=(const FWeakGraphPinPtr& OtherPinPtr) const { return PinName != OtherPinPtr.PinName || PinReference.Get() != OtherPinPtr.PinReference.Get() || NodeObjectPtr != OtherPinPtr.NodeObjectPtr; } /** Method to obtain the actual object reference from the weak pointer. Will attempt to fix up the pin object reference if it's no longer valid, otherwise returns NULL */ UNREALED_API class UEdGraphPin* Get(); /** Cast to object pointer type */ FORCEINLINE operator class UEdGraphPin *() { return Get(); }; /** Arrow operator */ FORCEINLINE class UEdGraphPin* operator->() { return Get(); } /** Test for validity */ FORCEINLINE bool IsValid() { return Get() != NULL; } private: /** Pin name string */ FName PinName; /** Weak reference to the UEdGraphPin object */ FEdGraphPinReference PinReference; /** Weak reference to the UEdGraphNode object that owns the pin object */ TWeakObjectPtr NodeObjectPtr; };