Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Private/K2Node_InputKey.cpp
2025-05-18 13:04:45 +08:00

467 lines
17 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "K2Node_InputKey.h"
#include "GraphEditorSettings.h"
#include "EdGraphSchema_K2.h"
#include "EdGraphSchema_K2_Actions.h"
#include "K2Node_AssignmentStatement.h"
#include "K2Node_TemporaryVariable.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "K2Node_InputKeyEvent.h"
#include "KismetCompiler.h"
#include "BlueprintNodeSpawner.h"
#include "EditorCategoryUtils.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "Styling/AppStyle.h"
#include "GameFramework/InputSettings.h"
#include "Editor.h" // for FEditorDelegates::OnEnableGestureRecognizerChanged
#include "Blueprint/UserWidget.h"
#define LOCTEXT_NAMESPACE "UK2Node_InputKey"
UK2Node_InputKey::UK2Node_InputKey(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bConsumeInput = true;
bOverrideParentBinding = true;
#if PLATFORM_MAC && WITH_EDITOR
if (IsTemplate())
{
FProperty* ControlProp = GetClass()->FindPropertyByName(GET_MEMBER_NAME_CHECKED(UK2Node_InputKey, bControl));
FProperty* CommandProp = GetClass()->FindPropertyByName(GET_MEMBER_NAME_CHECKED(UK2Node_InputKey, bCommand));
ControlProp->SetMetaData(TEXT("DisplayName"), TEXT("Command"));
CommandProp->SetMetaData(TEXT("DisplayName"), TEXT("Control"));
}
#endif
}
void UK2Node_InputKey::PostLoad()
{
Super::PostLoad();
if (GetLinkerUEVersion() < VER_UE4_BLUEPRINT_INPUT_BINDING_OVERRIDES)
{
// Don't change existing behaviors
bOverrideParentBinding = false;
}
}
void UK2Node_InputKey::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
CachedNodeTitle.Clear();
CachedTooltip.Clear();
}
void UK2Node_InputKey::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_InputKey::GetNodeTitleColor() const
{
return GetDefault<UGraphEditorSettings>()->EventNodeTitleColor;
}
FName UK2Node_InputKey::GetModifierName() const
{
FString ModName;
bool bPlus = false;
if (bControl)
{
ModName += TEXT("Ctrl");
bPlus = true;
}
if (bCommand)
{
if (bPlus) ModName += TEXT("+");
ModName += TEXT("Cmd");
bPlus = true;
}
if (bAlt)
{
if (bPlus) ModName += TEXT("+");
ModName += TEXT("Alt");
bPlus = true;
}
if (bShift)
{
if (bPlus) ModName += TEXT("+");
ModName += TEXT("Shift");
bPlus = true;
}
return FName(*ModName);
}
FText UK2Node_InputKey::GetModifierText() const
{
#if PLATFORM_MAC
const FText CommandText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Control", "Ctrl");
const FText ControlText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Command", "Cmd");
#else
const FText ControlText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Control", "Ctrl");
const FText CommandText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Command", "Cmd");
#endif
const FText AltText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Alt", "Alt");
const FText ShiftText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Shift", "Shift");
const FText AppenderText = NSLOCTEXT("UK2Node_InputKey", "ModAppender", "+");
FFormatNamedArguments Args;
int32 ModCount = 0;
if (bControl)
{
Args.Add(FString::Printf(TEXT("Mod%d"),++ModCount), ControlText);
}
if (bCommand)
{
Args.Add(FString::Printf(TEXT("Mod%d"),++ModCount), CommandText);
}
if (bAlt)
{
Args.Add(FString::Printf(TEXT("Mod%d"),++ModCount), AltText);
}
if (bShift)
{
Args.Add(FString::Printf(TEXT("Mod%d"),++ModCount), ShiftText);
}
for (int32 i = 1; i <= 4; ++i)
{
if (i > ModCount)
{
Args.Add(FString::Printf(TEXT("Mod%d"), i), FText::GetEmpty());
}
Args.Add(FString::Printf(TEXT("Appender%d"), i), (i < ModCount ? AppenderText : FText::GetEmpty()));
}
Args.Add(TEXT("Key"), GetKeyText());
return FText::Format(NSLOCTEXT("UK2Node_InputKey", "NodeTitle", "{Mod1}{Appender1}{Mod2}{Appender2}{Mod3}{Appender3}{Mod4}"), Args);
}
FText UK2Node_InputKey::GetKeyText() const
{
return InputKey.GetDisplayName();
}
FText UK2Node_InputKey::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if (bControl || bAlt || bShift || bCommand)
{
if (CachedNodeTitle.IsOutOfDate(this))
{
FFormatNamedArguments Args;
Args.Add(TEXT("ModifierKey"), GetModifierText());
Args.Add(TEXT("Key"), GetKeyText());
// FText::Format() is slow, so we cache this to save on performance
CachedNodeTitle.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "InputKey_Name_WithModifiers", "{ModifierKey} {Key}"), Args), this);
}
return CachedNodeTitle;
}
else
{
return GetKeyText();
}
}
FText UK2Node_InputKey::GetTooltipText() const
{
if (CachedTooltip.IsOutOfDate(this))
{
FText ModifierText = GetModifierText();
FText KeyText = GetKeyText();
// FText::Format() is slow, so we cache this to save on performance
if (!ModifierText.IsEmpty())
{
CachedTooltip.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "InputKey_Tooltip_Modifiers", "Events for when the {0} key is pressed or released while {1} is also held."), KeyText, ModifierText), this);
}
else
{
CachedTooltip.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "InputKey_Tooltip", "Events for when the {0} key is pressed or released."), KeyText), this);
}
}
return CachedTooltip;
}
FSlateIcon UK2Node_InputKey::GetIconAndTint(FLinearColor& OutColor) const
{
return FSlateIcon(FAppStyle::GetAppStyleSetName(), EKeys::GetMenuCategoryPaletteIcon(InputKey.GetMenuCategory()));
}
bool UK2Node_InputKey::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_InputKey::GetPressedPin() const
{
return FindPin(TEXT("Pressed"));
}
UEdGraphPin* UK2Node_InputKey::GetReleasedPin() const
{
return FindPin(TEXT("Released"));
}
void UK2Node_InputKey::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
{
Super::ValidateNodeDuringCompilation(MessageLog);
if (!InputKey.IsValid())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Invalid_InputKey_Warning", "InputKey Event specifies invalid FKey'{0}' for @@"), FText::FromString(InputKey.ToString())).ToString(), this);
}
else if (InputKey.IsAnalog())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Axis_InputKey_Warning", "InputKey Event specifies axis FKey'{0}' for @@"), FText::FromString(InputKey.ToString())).ToString(), this);
}
else if (InputKey.IsDeprecated())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Deprecated_InputKey_Warning", "InputKey Event specifies FKey'{0}' which has been deprecated for @@"), FText::FromString(InputKey.ToString())).ToString(), this);
}
else if (!InputKey.IsBindableInBlueprints())
{
MessageLog.Warning( *FText::Format( NSLOCTEXT("KismetCompiler", "NotBindanble_InputKey_Warning", "InputKey Event specifies FKey'{0}' that is not blueprint bindable for @@"), FText::FromString(InputKey.ToString())).ToString(), this);
}
}
void UK2Node_InputKey::ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
Super::ExpandNode(CompilerContext, SourceGraph);
UEdGraphPin* InputKeyPressedPin = GetPressedPin();
UEdGraphPin* InputKeyReleasedPin = GetReleasedPin();
struct EventPinData
{
EventPinData(UEdGraphPin* InPin,TEnumAsByte<EInputEvent> InEvent ){ Pin=InPin;EventType=InEvent;};
UEdGraphPin* Pin;
TEnumAsByte<EInputEvent> EventType;
};
TArray<EventPinData> ActivePins;
if(( InputKeyPressedPin != nullptr ) && (InputKeyPressedPin->LinkedTo.Num() > 0 ))
{
ActivePins.Add(EventPinData(InputKeyPressedPin,IE_Pressed));
}
if((InputKeyReleasedPin != nullptr) && (InputKeyReleasedPin->LinkedTo.Num() > 0 ))
{
ActivePins.Add(EventPinData(InputKeyReleasedPin,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* KeyVar = CompilerContext.SpawnIntermediateNode<UK2Node_TemporaryVariable>(this, SourceGraph);
KeyVar->VariableType.PinCategory = UEdGraphSchema_K2::PC_Struct;
KeyVar->VariableType.PinSubCategoryObject = KeyStruct;
KeyVar->AllocateDefaultPins();
for (auto PinIt = ActivePins.CreateIterator(); PinIt; ++PinIt)
{
UEdGraphPin *EachPin = (*PinIt).Pin;
// Create the input touch event
UK2Node_InputKeyEvent* InputKeyEvent = CompilerContext.SpawnIntermediateNode<UK2Node_InputKeyEvent>(this, SourceGraph);
const FName ModifierName = GetModifierName();
if ( ModifierName != NAME_None )
{
InputKeyEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpActEvt_%s_%s_%s"), *ModifierName.ToString(), *InputKey.ToString(), *InputKeyEvent->GetName()));
}
else
{
InputKeyEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpActEvt_%s_%s"), *InputKey.ToString(), *InputKeyEvent->GetName()));
}
InputKeyEvent->InputChord.Key = InputKey;
InputKeyEvent->InputChord.bCtrl = bControl;
InputKeyEvent->InputChord.bAlt = bAlt;
InputKeyEvent->InputChord.bShift = bShift;
InputKeyEvent->InputChord.bCmd = bCommand;
InputKeyEvent->bConsumeInput = bConsumeInput;
InputKeyEvent->bExecuteWhenPaused = bExecuteWhenPaused;
InputKeyEvent->bOverrideParentBinding = bOverrideParentBinding;
InputKeyEvent->InputKeyEvent = (*PinIt).EventType;
InputKeyEvent->EventReference.SetExternalDelegateMember(FName(TEXT("InputActionHandlerDynamicSignature__DelegateSignature")));
InputKeyEvent->bInternalEvent = true;
InputKeyEvent->AllocateDefaultPins();
// Create assignment nodes to assign the key
UK2Node_AssignmentStatement* KeyInitialize = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(this, SourceGraph);
KeyInitialize->AllocateDefaultPins();
Schema->TryCreateConnection(KeyVar->GetVariablePin(), KeyInitialize->GetVariablePin());
Schema->TryCreateConnection(KeyInitialize->GetValuePin(), InputKeyEvent->FindPinChecked(TEXT("Key")));
// Connect the events to the assign key nodes
Schema->TryCreateConnection(Schema->FindExecutionPin(*InputKeyEvent, EGPD_Output), KeyInitialize->GetExecPin());
// Move the original event connections to the then pin of the key assign
CompilerContext.MovePinLinksToIntermediate(*EachPin, *KeyInitialize->GetThenPin());
// Move the original event variable connections to the intermediate nodes
CompilerContext.MovePinLinksToIntermediate(*FindPin(TEXT("Key")), *KeyVar->GetVariablePin());
}
}
else if( ActivePins.Num() == 1 )
{
UEdGraphPin* InputKeyPin = ActivePins[0].Pin;
EInputEvent InputEvent = ActivePins[0].EventType;
if (InputKeyPin->LinkedTo.Num() > 0)
{
UK2Node_InputKeyEvent* InputKeyEvent = CompilerContext.SpawnIntermediateNode<UK2Node_InputKeyEvent>(this, SourceGraph);
const FName ModifierName = GetModifierName();
if ( ModifierName != NAME_None )
{
InputKeyEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpActEvt_%s_%s_%s"), *ModifierName.ToString(), *InputKey.ToString(), *InputKeyEvent->GetName()));
}
else
{
InputKeyEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpActEvt_%s_%s"), *InputKey.ToString(), *InputKeyEvent->GetName()));
}
InputKeyEvent->InputChord.Key = InputKey;
InputKeyEvent->InputChord.bCtrl = bControl;
InputKeyEvent->InputChord.bAlt = bAlt;
InputKeyEvent->InputChord.bShift = bShift;
InputKeyEvent->InputChord.bCmd = bCommand;
InputKeyEvent->bConsumeInput = bConsumeInput;
InputKeyEvent->bExecuteWhenPaused = bExecuteWhenPaused;
InputKeyEvent->bOverrideParentBinding = bOverrideParentBinding;
InputKeyEvent->InputKeyEvent = InputEvent;
InputKeyEvent->EventReference.SetExternalDelegateMember(FName(TEXT("InputActionHandlerDynamicSignature__DelegateSignature")));
InputKeyEvent->bInternalEvent = true;
InputKeyEvent->AllocateDefaultPins();
CompilerContext.MovePinLinksToIntermediate(*InputKeyPin, *Schema->FindExecutionPin(*InputKeyEvent, EGPD_Output));
CompilerContext.MovePinLinksToIntermediate(*FindPin(TEXT("Key")), *InputKeyEvent->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_InputKey::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
TArray<FKey> AllKeys;
EKeys::GetAllKeys(AllKeys);
auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FKey Key)
{
UK2Node_InputKey* InputNode = CastChecked<UK2Node_InputKey>(NewNode);
InputNode->InputKey = Key;
};
auto RefreshClassActions = []()
{
FBlueprintActionDatabase::Get().RefreshClassActions(StaticClass());
};
// 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();
const bool bAllowGestures = GetDefault<UInputSettings>()->bEnableGestureRecognizer;
// to keep from needlessly instantiating a UBlueprintNodeSpawner (and
// iterating over keys), 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))
{
// Refresh the action database of this node when the input settings are changed
static bool bRegisterOnce = true;
if (bRegisterOnce)
{
bRegisterOnce = false;
FEditorDelegates::OnEnableGestureRecognizerChanged.AddStatic(RefreshClassActions);
}
for (const FKey& Key : AllKeys)
{
// Do not show gesture keys if they are not enabled in the settings
const bool bInvalidGestureKey = !bAllowGestures && Key.IsGesture();
// these will be handled by UK2Node_GetInputAxisKeyValue and UK2Node_GetInputVectorAxisValue respectively
if (!Key.IsBindableInBlueprints() || Key.IsAnalog() || bInvalidGestureKey)
{
continue;
}
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(NodeSpawner != nullptr);
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeInputNodeLambda, Key);
ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
}
}
}
FText UK2Node_InputKey::GetMenuCategory() const
{
static TMap<FName, FNodeTextCache> CachedCategories;
const FName KeyCategory = InputKey.GetMenuCategory();
const FText SubCategoryDisplayName = FText::Format(LOCTEXT("EventsCategory", "{0} Events"), EKeys::GetMenuCategoryDisplayName(KeyCategory));
FNodeTextCache& NodeTextCache = CachedCategories.FindOrAdd(KeyCategory);
if (NodeTextCache.IsOutOfDate(this))
{
// FText::Format() is slow, so we cache this to save on performance
NodeTextCache.SetCachedText(FEditorCategoryUtils::BuildCategoryString(FCommonEditorCategory::Input, SubCategoryDisplayName), this);
}
return NodeTextCache;
}
FBlueprintNodeSignature UK2Node_InputKey::GetSignature() const
{
FBlueprintNodeSignature NodeSignature = Super::GetSignature();
NodeSignature.AddKeyValue(InputKey.ToString());
return NodeSignature;
}
TSharedPtr<FEdGraphSchemaAction> UK2Node_InputKey::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