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C++ UEdGraphNode::NodeConnectionListChanged方法代码示例

本文整理汇总了C++中UEdGraphNode::NodeConnectionListChanged方法的典型用法代码示例。如果您正苦于以下问题:C++ UEdGraphNode::NodeConnectionListChanged方法的具体用法?C++ UEdGraphNode::NodeConnectionListChanged怎么用?C++ UEdGraphNode::NodeConnectionListChanged使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在UEdGraphNode的用法示例。


在下文中一共展示了UEdGraphNode::NodeConnectionListChanged方法的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: BreakPinLinks

void UEdGraphSchema::BreakPinLinks(UEdGraphPin& TargetPin, bool bSendsNodeNotifcation) const
{
#if WITH_EDITOR
	// Copy the old pin links
	TArray<class UEdGraphPin*> OldLinkedTo(TargetPin.LinkedTo);
#endif

	TargetPin.BreakAllPinLinks();

#if WITH_EDITOR
	TSet<UEdGraphNode*> NodeList;
	// Notify this node
	TargetPin.GetOwningNode()->PinConnectionListChanged(&TargetPin);
	NodeList.Add(TargetPin.GetOwningNode());

	// As well as all other nodes that were connected
	for (TArray<UEdGraphPin*>::TIterator PinIt(OldLinkedTo); PinIt; ++PinIt)
	{
		UEdGraphPin* OtherPin = *PinIt;
		UEdGraphNode* OtherNode = OtherPin->GetOwningNode();
		OtherNode->PinConnectionListChanged(OtherPin);
		NodeList.Add(OtherNode);
	}

	if (bSendsNodeNotifcation)
	{
		// Send all nodes that received a new pin connection a notification
		for (auto It = NodeList.CreateConstIterator(); It; ++It)
		{
			UEdGraphNode* Node = (*It);
			Node->NodeConnectionListChanged();
		}
	}
#endif	//#if WITH_EDITOR
}
开发者ID:mysheng8,项目名称:UnrealEngine,代码行数:35,代码来源:EdGraphSchema.cpp

示例2: BreakNodeLinks

void UEdGraphSchema::BreakNodeLinks(UEdGraphNode& TargetNode) const
{
#if WITH_EDITOR
	for (TArray<UEdGraphPin*>::TIterator PinIt(TargetNode.Pins); PinIt; ++PinIt)
	{
		BreakPinLinks(*(*PinIt), false);
	}
	TargetNode.NodeConnectionListChanged();
#endif	//#if WITH_EDITOR
}
开发者ID:mysheng8,项目名称:UnrealEngine,代码行数:10,代码来源:EdGraphSchema.cpp

示例3: DroppedOnPin

FReply FDragConnection::DroppedOnPin(FVector2D ScreenPosition, FVector2D GraphPosition)
{
	TArray<UEdGraphPin*> ValidSourcePins;
	ValidateGraphPinList(/*out*/ ValidSourcePins);

	const FScopedTransaction Transaction( NSLOCTEXT("UnrealEd", "GraphEd_CreateConnection", "Create Pin Link") );

	UEdGraphPin* PinB = GetHoveredPin();
	bool bError = false;
	TSet<UEdGraphNode*> NodeList;

	for (UEdGraphPin* PinA : ValidSourcePins)
	{
		if ((PinA != NULL) && (PinB != NULL))
		{
			UEdGraph* MyGraphObj = PinA->GetOwningNode()->GetGraph();

			if (MyGraphObj->GetSchema()->TryCreateConnection(PinA, PinB))
			{
				NodeList.Add(PinA->GetOwningNode());
				NodeList.Add(PinB->GetOwningNode());
			}
		}
		else
		{
			bError = true;
		}
	}

	// Send all nodes that received a new pin connection a notification
	for (auto It = NodeList.CreateConstIterator(); It; ++It)
	{
		UEdGraphNode* Node = (*It);
		Node->NodeConnectionListChanged();
	}

	if (bError)
	{
		return FReply::Unhandled();
	}

	return FReply::Handled();
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:43,代码来源:DragConnection.cpp

示例4: BreakAllNodeLinks

void UEdGraphNode::BreakAllNodeLinks()
{
	TSet<UEdGraphNode*> NodeList;

	NodeList.Add(this);

	// Iterate over each pin and break all links
	for(int32 PinIdx=0; PinIdx<Pins.Num(); PinIdx++)
	{
		Pins[PinIdx]->BreakAllPinLinks();
		NodeList.Add(Pins[PinIdx]->GetOwningNode());
	}

	// Send all nodes that received a new pin connection a notification
	for (auto It = NodeList.CreateConstIterator(); It; ++It)
	{
		UEdGraphNode* Node = (*It);
		Node->NodeConnectionListChanged();
	}
}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:20,代码来源:EdGraphNode.cpp

示例5: AutowireNewNode

void USoundCueGraphNode_Base::AutowireNewNode(UEdGraphPin* FromPin)
{
	if (FromPin != NULL)
	{
		const USoundCueGraphSchema* Schema = CastChecked<USoundCueGraphSchema>(GetSchema());

		TSet<UEdGraphNode*> NodeList;

		// auto-connect from dragged pin to first compatible pin on the new node
		for (int32 i=0; i<Pins.Num(); i++)
		{
			UEdGraphPin* Pin = Pins[i];
			check(Pin);
			FPinConnectionResponse Response = Schema->CanCreateConnection(FromPin, Pin);
			if (ECanCreateConnectionResponse::CONNECT_RESPONSE_MAKE == Response.Response)
			{
				if (Schema->TryCreateConnection(FromPin, Pin))
				{
					NodeList.Add(FromPin->GetOwningNode());
					NodeList.Add(this);
				}
				break;
			}
			else if(ECanCreateConnectionResponse::CONNECT_RESPONSE_BREAK_OTHERS_A == Response.Response)
			{
				InsertNewNode(FromPin, Pin, NodeList);
				break;
			}
		}

		// Send all nodes that received a new pin connection a notification
		for (auto It = NodeList.CreateConstIterator(); It; ++It)
		{
			UEdGraphNode* Node = (*It);
			Node->NodeConnectionListChanged();
		}
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:38,代码来源:SoundCueGraphNode_Base.cpp

示例6: BreakNodeLinks

void UEdGraphSchema::BreakNodeLinks(UEdGraphNode& TargetNode) const
{
#if WITH_EDITOR
	TSet<UEdGraphNode*> NodeList;
	NodeList.Add(&TargetNode);
	
	// Iterate over each pin and break all links
	for (TArray<UEdGraphPin*>::TIterator PinIt(TargetNode.Pins); PinIt; ++PinIt)
	{
		UEdGraphPin* TargetPin = *PinIt;
		if (TargetPin)
		{
			// Keep track of which node(s) the pin's connected to
			for (auto OtherPin : TargetPin->LinkedTo)
			{
				if (OtherPin)
				{
					UEdGraphNode* OtherNode = OtherPin->GetOwningNode();
					if (OtherNode)
					{
						NodeList.Add(OtherNode);
					}
				}
			}

			BreakPinLinks(*TargetPin, false);
		}
	}
	
	// Send all nodes that lost connections a notification
	for (auto It = NodeList.CreateConstIterator(); It; ++It)
	{
		UEdGraphNode* Node = (*It);
		Node->NodeConnectionListChanged();
	}
#endif	//#if WITH_EDITOR
}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:37,代码来源:EdGraphSchema.cpp

示例7: if

void UK2Node::AutowireNewNode(UEdGraphPin* FromPin)
{
	const UEdGraphSchema_K2* K2Schema = CastChecked<UEdGraphSchema_K2>(GetSchema());
	
	// Do some auto-connection
	if (FromPin != NULL)
	{
		TSet<UEdGraphNode*> NodeList;

		// sometimes we don't always find an ideal connection, but we want to exhaust 
		// all our options first... this stores a secondary less-ideal pin to connect to, if nothing better was found
		UEdGraphPin* BackupConnection = NULL;
		// If not dragging an exec pin, auto-connect from dragged pin to first compatible pin on the new node
		for (int32 i=0; i<Pins.Num(); i++)
		{
			UEdGraphPin* Pin = Pins[i];
			check(Pin);

			ECanCreateConnectionResponse ConnectResponse = K2Schema->CanCreateConnection(FromPin, Pin).Response;
			if (ConnectResponse == ECanCreateConnectionResponse::CONNECT_RESPONSE_MAKE)
			{
				if (K2Schema->TryCreateConnection(FromPin, Pin))
				{
					NodeList.Add(FromPin->GetOwningNode());
					NodeList.Add(this);
				}

				// null out the backup connection (so we don't attempt to make it 
				// once we exit the loop... we successfully made this connection!)
				BackupConnection = NULL;
				break;
			}
			else if((FromPin->PinType.PinCategory == K2Schema->PC_Exec) && (ConnectResponse == ECanCreateConnectionResponse::CONNECT_RESPONSE_BREAK_OTHERS_A))
			{
				InsertNewNode(FromPin, Pin, NodeList);

				// null out the backup connection (so we don't attempt to make it 
				// once we exit the loop... we successfully made this connection!)
				BackupConnection = NULL;
				break;
			}
			else if ((BackupConnection == NULL) && (ConnectResponse == ECanCreateConnectionResponse::CONNECT_RESPONSE_MAKE_WITH_CONVERSION_NODE))
			{
				// save this off, in-case we don't make any connection at all
				BackupConnection = Pin;
			}
		}

		// if we didn't find an ideal connection, then lets connect this pin to 
		// the BackupConnection (something, like a connection that requires a conversion node, etc.)
		if ((BackupConnection != NULL) && K2Schema->TryCreateConnection(FromPin, BackupConnection))
		{
			NodeList.Add(FromPin->GetOwningNode());
			NodeList.Add(this);
		}

		// If we were not dragging an exec pin, but it was an output pin, try and connect the Then and Execute pins
		if ((FromPin->PinType.PinCategory != K2Schema->PC_Exec  && FromPin->Direction == EGPD_Output))
		{
			UEdGraphNode* FromPinNode = FromPin->GetOwningNode();
			UEdGraphPin* FromThenPin = FromPinNode->FindPin(K2Schema->PN_Then);

			UEdGraphPin* ToExecutePin = FindPin(K2Schema->PN_Execute);

			if ((FromThenPin != NULL) && (FromThenPin->LinkedTo.Num() == 0) && (ToExecutePin != NULL) && K2Schema->ArePinsCompatible(FromThenPin, ToExecutePin, NULL))
			{
				if (K2Schema->TryCreateConnection(FromThenPin, ToExecutePin))
				{
					NodeList.Add(FromPinNode);
					NodeList.Add(this);
				}
			}
		}

		// Send all nodes that received a new pin connection a notification
		for (auto It = NodeList.CreateConstIterator(); It; ++It)
		{
			UEdGraphNode* Node = (*It);
			Node->NodeConnectionListChanged();
		}
	}
}
开发者ID:mysheng8,项目名称:UnrealEngine,代码行数:82,代码来源:K2Node.cpp


注:本文中的UEdGraphNode::NodeConnectionListChanged方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。