Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Private/K2Node_InputAction.cpp
2025-05-18 13:04:45 +08:00

324 lines
12 KiB
C++

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