324 lines
12 KiB
C++
324 lines
12 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "K2Node_InputAction.h"
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#include "BlueprintActionDatabase.h"
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#include "BlueprintActionDatabaseRegistrar.h"
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#include "BlueprintNodeSpawner.h"
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#include "Containers/Array.h"
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#include "Containers/EnumAsByte.h"
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#include "Containers/UnrealString.h"
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#include "Delegates/Delegate.h"
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#include "EdGraph/EdGraph.h"
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#include "EdGraph/EdGraphPin.h"
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#include "EdGraph/EdGraphSchema.h"
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#include "EdGraphSchema_K2.h"
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#include "EdGraphSchema_K2_Actions.h"
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#include "Editor.h"
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#include "EditorCategoryUtils.h"
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#include "Engine/Blueprint.h"
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#include "Engine/EngineBaseTypes.h"
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#include "Engine/MemberReference.h"
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#include "GameFramework/InputSettings.h"
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#include "GraphEditorSettings.h"
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#include "HAL/PlatformCrt.h"
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#include "InputCoreTypes.h"
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#include "Internationalization/Internationalization.h"
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#include "K2Node_AssignmentStatement.h"
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#include "K2Node_InputActionEvent.h"
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#include "K2Node_TemporaryVariable.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#include "Kismet2/CompilerResultsLog.h"
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#include "KismetCompiler.h"
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#include "Misc/AssertionMacros.h"
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#include "Styling/AppStyle.h"
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#include "Templates/Casts.h"
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#include "UObject/Class.h"
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#include "UObject/ObjectPtr.h"
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#include "UObject/ObjectVersion.h"
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#include "UObject/WeakObjectPtr.h"
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#include "UObject/WeakObjectPtrTemplates.h"
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#include "Blueprint/UserWidget.h"
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#define LOCTEXT_NAMESPACE "K2Node_InputAction"
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UK2Node_InputAction::UK2Node_InputAction(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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bConsumeInput = true;
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bOverrideParentBinding = true;
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}
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void UK2Node_InputAction::PostLoad()
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{
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Super::PostLoad();
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if (GetLinkerUEVersion() < VER_UE4_BLUEPRINT_INPUT_BINDING_OVERRIDES)
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{
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// Don't change existing behaviors
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bOverrideParentBinding = false;
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}
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}
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void UK2Node_InputAction::AllocateDefaultPins()
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{
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CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, TEXT("Pressed"));
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CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, TEXT("Released"));
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CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Struct, FKey::StaticStruct(), TEXT("Key"));
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Super::AllocateDefaultPins();
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}
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FLinearColor UK2Node_InputAction::GetNodeTitleColor() const
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{
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return GetDefault<UGraphEditorSettings>()->EventNodeTitleColor;
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}
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FText UK2Node_InputAction::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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if (TitleType == ENodeTitleType::MenuTitle)
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{
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return FText::FromName(InputActionName);
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}
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else if (CachedNodeTitle.IsOutOfDate(this))
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("InputActionName"), FText::FromName(InputActionName));
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FText LocFormat = NSLOCTEXT("K2Node", "InputAction_Name", "InputAction {InputActionName}");
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// FText::Format() is slow, so we cache this to save on performance
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CachedNodeTitle.SetCachedText(FText::Format(LocFormat, Args), this);
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}
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return CachedNodeTitle;
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}
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FText UK2Node_InputAction::GetTooltipText() const
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{
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if (CachedTooltip.IsOutOfDate(this))
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{
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// FText::Format() is slow, so we cache this to save on performance
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CachedTooltip.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "InputAction_Tooltip", "Event for when the keys bound to input action {0} are pressed or released."), FText::FromName(InputActionName)), this);
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}
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return CachedTooltip;
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}
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FSlateIcon UK2Node_InputAction::GetIconAndTint(FLinearColor& OutColor) const
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{
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static FSlateIcon Icon(FAppStyle::GetAppStyleSetName(), "GraphEditor.Event_16x");
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return Icon;
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}
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bool UK2Node_InputAction::IsCompatibleWithGraph(UEdGraph const* Graph) const
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{
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// This node expands into event nodes and must be placed in a Ubergraph
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EGraphType const GraphType = Graph->GetSchema()->GetGraphType(Graph);
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bool bIsCompatible = (GraphType == EGraphType::GT_Ubergraph);
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if (bIsCompatible)
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{
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UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(Graph);
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UEdGraphSchema_K2 const* K2Schema = Cast<UEdGraphSchema_K2>(Graph->GetSchema());
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bool const bIsConstructionScript = (K2Schema != nullptr) ? UEdGraphSchema_K2::IsConstructionScript(Graph) : false;
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bIsCompatible = (Blueprint != nullptr) && Blueprint->SupportsInputEvents() && !bIsConstructionScript && Super::IsCompatibleWithGraph(Graph);
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}
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return bIsCompatible;
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}
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UEdGraphPin* UK2Node_InputAction::GetPressedPin() const
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{
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return FindPin(TEXT("Pressed"));
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}
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UEdGraphPin* UK2Node_InputAction::GetReleasedPin() const
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{
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return FindPin(TEXT("Released"));
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}
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void UK2Node_InputAction::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
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{
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Super::ValidateNodeDuringCompilation(MessageLog);
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TArray<FName> ActionNames;
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GetDefault<UInputSettings>()->GetActionNames(ActionNames);
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if (!ActionNames.Contains(InputActionName))
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{
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MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "MissingInputAction_WarningFmt", "InputAction Event references unknown Action '{0}' for @@"), FText::FromString(InputActionName.ToString())).ToString(), this);
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}
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}
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void UK2Node_InputAction::ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
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{
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Super::ExpandNode(CompilerContext, SourceGraph);
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UEdGraphPin* InputActionPressedPin = GetPressedPin();
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UEdGraphPin* InputActionReleasedPin = GetReleasedPin();
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struct EventPinData
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{
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EventPinData(UEdGraphPin* InPin,TEnumAsByte<EInputEvent> InEvent ){ Pin=InPin;EventType=InEvent;};
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UEdGraphPin* Pin;
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TEnumAsByte<EInputEvent> EventType;
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};
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TArray<EventPinData> ActivePins;
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if(( InputActionPressedPin != nullptr ) && (InputActionPressedPin->LinkedTo.Num() > 0 ))
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{
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ActivePins.Add(EventPinData(InputActionPressedPin,IE_Pressed));
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}
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if((InputActionReleasedPin != nullptr) && (InputActionReleasedPin->LinkedTo.Num() > 0 ))
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{
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ActivePins.Add(EventPinData(InputActionReleasedPin,IE_Released));
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}
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const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
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// If more than one is linked we have to do more complicated behaviors
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if( ActivePins.Num() > 1 )
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{
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// Create a temporary variable to copy Key in to
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static UScriptStruct* KeyStruct = FKey::StaticStruct();
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UK2Node_TemporaryVariable* ActionKeyVar = CompilerContext.SpawnIntermediateNode<UK2Node_TemporaryVariable>(this, SourceGraph);
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ActionKeyVar->VariableType.PinCategory = UEdGraphSchema_K2::PC_Struct;
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ActionKeyVar->VariableType.PinSubCategoryObject = KeyStruct;
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ActionKeyVar->AllocateDefaultPins();
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for (auto PinIt = ActivePins.CreateIterator(); PinIt; ++PinIt)
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{
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UEdGraphPin *EachPin = (*PinIt).Pin;
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// Create the input touch event
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UK2Node_InputActionEvent* InputActionEvent = CompilerContext.SpawnIntermediateNode<UK2Node_InputActionEvent>(this, SourceGraph);
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InputActionEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpActEvt_%s_%s"), *InputActionName.ToString(), *InputActionEvent->GetName()));
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InputActionEvent->InputActionName = InputActionName;
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InputActionEvent->bConsumeInput = bConsumeInput;
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InputActionEvent->bExecuteWhenPaused = bExecuteWhenPaused;
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InputActionEvent->bOverrideParentBinding = bOverrideParentBinding;
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InputActionEvent->InputKeyEvent = (*PinIt).EventType;
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InputActionEvent->EventReference.SetExternalDelegateMember(FName(TEXT("InputActionHandlerDynamicSignature__DelegateSignature")));
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InputActionEvent->bInternalEvent = true;
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InputActionEvent->AllocateDefaultPins();
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// Create assignment nodes to assign the key
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UK2Node_AssignmentStatement* ActionKeyInitialize = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(this, SourceGraph);
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ActionKeyInitialize->AllocateDefaultPins();
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Schema->TryCreateConnection(ActionKeyVar->GetVariablePin(), ActionKeyInitialize->GetVariablePin());
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Schema->TryCreateConnection(ActionKeyInitialize->GetValuePin(), InputActionEvent->FindPinChecked(TEXT("Key")));
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// Connect the events to the assign key nodes
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Schema->TryCreateConnection(Schema->FindExecutionPin(*InputActionEvent, EGPD_Output), ActionKeyInitialize->GetExecPin());
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// Move the original event connections to the then pin of the key assign
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CompilerContext.MovePinLinksToIntermediate(*EachPin, *ActionKeyInitialize->GetThenPin());
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// Move the original event variable connections to the intermediate nodes
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CompilerContext.MovePinLinksToIntermediate(*FindPin(TEXT("Key")), *ActionKeyVar->GetVariablePin());
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}
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}
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else if( ActivePins.Num() == 1 )
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{
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UEdGraphPin* InputActionPin = ActivePins[0].Pin;
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EInputEvent InputEvent = ActivePins[0].EventType;
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if (InputActionPin->LinkedTo.Num() > 0)
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{
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UK2Node_InputActionEvent* InputActionEvent = CompilerContext.SpawnIntermediateNode<UK2Node_InputActionEvent>(this, SourceGraph);
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InputActionEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpActEvt_%s_%s"), *InputActionName.ToString(), *InputActionEvent->GetName()));
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InputActionEvent->InputActionName = InputActionName;
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InputActionEvent->bConsumeInput = bConsumeInput;
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InputActionEvent->bExecuteWhenPaused = bExecuteWhenPaused;
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InputActionEvent->bOverrideParentBinding = bOverrideParentBinding;
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InputActionEvent->InputKeyEvent = InputEvent;
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InputActionEvent->EventReference.SetExternalDelegateMember(FName(TEXT("InputActionHandlerDynamicSignature__DelegateSignature")));
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InputActionEvent->bInternalEvent = true;
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InputActionEvent->AllocateDefaultPins();
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CompilerContext.MovePinLinksToIntermediate(*InputActionPin, *Schema->FindExecutionPin(*InputActionEvent, EGPD_Output));
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CompilerContext.MovePinLinksToIntermediate(*FindPin(TEXT("Key")), *InputActionEvent->FindPin(TEXT("Key")));
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}
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}
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// Widget blueprints require the bAutomaticallyRegisterInputOnConstruction to be set to true in order to receive callbacks
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CompilerContext.AddPostCDOCompiledStep([](const UObject::FPostCDOCompiledContext& Context, UObject* NewCDO)
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{
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if (UUserWidget* Widget = Cast<UUserWidget>(NewCDO))
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{
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Widget->bAutomaticallyRegisterInputOnConstruction = true;
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}
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});
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}
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void UK2Node_InputAction::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
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{
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TArray<FName> ActionNames;
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GetDefault<UInputSettings>()->GetActionNames(ActionNames);
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auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FName ActionName)
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{
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UK2Node_InputAction* InputNode = CastChecked<UK2Node_InputAction>(NewNode);
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InputNode->InputActionName = ActionName;
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};
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// actions get registered under specific object-keys; the idea is that
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// actions might have to be updated (or deleted) if their object-key is
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// mutated (or removed)... here we use the node's class (so if the node
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// type disappears, then the action should go with it)
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UClass* ActionKey = GetClass();
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// to keep from needlessly instantiating a UBlueprintNodeSpawner, first
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// check to make sure that the registrar is looking for actions of this type
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// (could be regenerating actions for a specific asset, and therefore the
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// registrar would only accept actions corresponding to that asset)
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if (ActionRegistrar.IsOpenForRegistration(ActionKey))
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{
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auto RefreshClassActions = []()
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{
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FBlueprintActionDatabase::Get().RefreshClassActions(StaticClass());
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};
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static bool bRegisterOnce = true;
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if(bRegisterOnce)
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{
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bRegisterOnce = false;
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FEditorDelegates::OnActionAxisMappingsChanged.AddStatic(RefreshClassActions);
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}
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for (const FName& ActionName : ActionNames)
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{
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UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
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check(NodeSpawner != nullptr);
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NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeInputNodeLambda, ActionName);
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ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
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}
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}
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}
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FText UK2Node_InputAction::GetMenuCategory() const
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{
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static FNodeTextCache CachedCategory;
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if (CachedCategory.IsOutOfDate(this))
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{
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// FText::Format() is slow, so we cache this to save on performance
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CachedCategory.SetCachedText(FEditorCategoryUtils::BuildCategoryString(FCommonEditorCategory::Input, LOCTEXT("ActionMenuCategory", "Action Events")), this);
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}
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return CachedCategory;
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}
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FBlueprintNodeSignature UK2Node_InputAction::GetSignature() const
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{
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FBlueprintNodeSignature NodeSignature = Super::GetSignature();
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NodeSignature.AddKeyValue(InputActionName.ToString());
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return NodeSignature;
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}
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TSharedPtr<FEdGraphSchemaAction> UK2Node_InputAction::GetEventNodeAction(const FText& ActionCategory)
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{
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TSharedPtr<FEdGraphSchemaAction_K2InputAction> EventNodeAction = MakeShareable(new FEdGraphSchemaAction_K2InputAction(ActionCategory, GetNodeTitle(ENodeTitleType::EditableTitle), GetTooltipText(), 0));
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EventNodeAction->NodeTemplate = this;
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return EventNodeAction;
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}
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#undef LOCTEXT_NAMESPACE
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