3#include "../BlueprintEditor/BPCommandSystem.h"
4#include "../BlueprintEditor/BlueprintEditor.h"
9 namespace NodeGraphShared
19 int CreateNode(
const std::string& nodeType,
float posX,
float posY,
const std::string& nodeName =
"")
23 auto cmd = std::make_unique<Blueprint::CreateNodeCommand>(
m_graphId, nodeType, posX, posY, nodeName, &
createdId);
31 auto cmd = std::make_unique<Blueprint::DeleteNodeCommand>(
m_graphId, nodeId);
45 auto cmd = std::make_unique<Blueprint::LinkNodesCommand>(
m_graphId, parentId, childId);
52 auto cmd = std::make_unique<Blueprint::UnlinkNodesCommand>(
m_graphId, parentId, childId);
59 auto cmd = std::make_unique<Blueprint::DuplicateNodeCommand>(
m_graphId, nodeId);
ComponentTypeID GetComponentTypeID_Static()
CommandStack - Manages undo/redo command history Maintains two stacks for undo and redo operations.
void ExecuteCommand(std::unique_ptr< EditorCommand > cmd)
void DuplicateNode(int nodeId)
void DisconnectNodes(int parentId, int childId)
void DeleteNode(int nodeId)
BlueprintAdapter(Blueprint::CommandStack *stack, int graphId)
Blueprint::CommandStack * m_stack
int CreateNode(const std::string &nodeType, float posX, float posY, const std::string &nodeName="")
void ConnectNodes(int parentId, int childId)
void MoveNode(int nodeId, float oldX, float oldY, float newX, float newY)
< Provides AssetID and INVALID_ASSET_ID