// Copyright Epic Games, Inc. All Rights Reserved. #include "K2Node_ClassDynamicCast.h" #include "BlueprintCompiledStatement.h" #include "Containers/EnumAsByte.h" #include "Containers/UnrealString.h" #include "DynamicCastHandler.h" #include "EdGraph/EdGraphNodeUtils.h" #include "EdGraph/EdGraphPin.h" #include "EdGraphSchema_K2.h" #include "Engine/Blueprint.h" #include "GraphEditorSettings.h" #include "HAL/Platform.h" #include "Internationalization/Internationalization.h" #include "KismetCompilerMisc.h" #include "Misc/AssertionMacros.h" #include "Templates/Casts.h" #include "Templates/SubclassOf.h" #include "UObject/Class.h" #include "UObject/Interface.h" #include "UObject/NameTypes.h" #include "UObject/Object.h" class FKismetCompilerContext; #define LOCTEXT_NAMESPACE "K2Node_ClassDynamicCast" struct FClassDynamicCastHelper { static const FName CastSuccessPinName; static const FName ClassToCastName;; }; const FName FClassDynamicCastHelper::CastSuccessPinName(TEXT("bSuccess")); const FName FClassDynamicCastHelper::ClassToCastName(TEXT("Class")); UK2Node_ClassDynamicCast::UK2Node_ClassDynamicCast(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } void UK2Node_ClassDynamicCast::AllocateDefaultPins() { // Check to track down possible BP comms corruption //@TODO: Move this somewhere more sensible ensure((TargetType == nullptr) || (!TargetType->HasAnyClassFlags(CLASS_NewerVersionExists))); // Exec pins (if needed) CreateExecPins(); // Input - Source type Pin CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Class, UObject::StaticClass(), FClassDynamicCastHelper::ClassToCastName); // Output - Data Pin if (TargetType) { const FString CastResultPinName = UEdGraphSchema_K2::PN_CastedValuePrefix + TargetType->GetDisplayNameText().ToString(); CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Class, *TargetType, *CastResultPinName); } // Output - Success CreateSuccessPin(); UK2Node::AllocateDefaultPins(); } FLinearColor UK2Node_ClassDynamicCast::GetNodeTitleColor() const { return GetDefault()->ClassPinTypeColor; } FText UK2Node_ClassDynamicCast::GetNodeTitle(ENodeTitleType::Type TitleType) const { if (CachedNodeTitle.IsOutOfDate(this)) { CachedNodeTitle.SetCachedText(FText::Format(LOCTEXT("NodeTitle", "{0} Class"), Super::GetNodeTitle(TitleType)), this); } return CachedNodeTitle; } FText UK2Node_ClassDynamicCast::GetTooltipText() const { if (TargetType && TargetType->IsChildOf(UInterface::StaticClass())) { return FText::Format(LOCTEXT("CastToInterfaceTooltip", "Tries to access class as an interface '{0}' it may implement."), FText::FromString(TargetType->GetName())); } UBlueprint* CastToBP = UBlueprint::GetBlueprintFromClass(TargetType); if (CastToBP) { return FText::Format(LOCTEXT("CastToBPTooltip", "Tries to access class as a blueprint class '{0}' it may inherit from.\n\nNOTE: This will cause the blueprint to always be loaded, which can be expensive."), FText::FromString(CastToBP->GetName())); } const FString ClassName = TargetType ? TargetType->GetName() : TEXT(""); return FText::Format(LOCTEXT("CastToNativeTooltip", "Tries to access class '{0}' as one it may inherit from."), FText::FromString(ClassName)); } UEdGraphPin* UK2Node_ClassDynamicCast::GetCastSourcePin() const { UEdGraphPin* Pin = FindPinChecked(FClassDynamicCastHelper::ClassToCastName); check(Pin->Direction == EGPD_Input); return Pin; } UEdGraphPin* UK2Node_ClassDynamicCast::GetBoolSuccessPin() const { UEdGraphPin* Pin = FindPin(FClassDynamicCastHelper::CastSuccessPinName); check((Pin == nullptr) || (Pin->Direction == EGPD_Output)); return Pin; } FNodeHandlingFunctor* UK2Node_ClassDynamicCast::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const { return new FKCHandler_DynamicCast(CompilerContext, KCST_MetaCast); } #undef LOCTEXT_NAMESPACE