// Copyright Epic Games, Inc. All Rights Reserved. #include "K2Node_GetInputAxisKeyValue.h" #include "BlueprintActionDatabaseRegistrar.h" #include "BlueprintNodeSpawner.h" #include "Containers/Array.h" #include "Containers/Map.h" #include "Containers/UnrealString.h" #include "Delegates/Delegate.h" #include "EdGraph/EdGraph.h" #include "EdGraph/EdGraphPin.h" #include "EdGraphSchema_K2.h" #include "EditorCategoryUtils.h" #include "Engine/Blueprint.h" #include "Engine/DynamicBlueprintBinding.h" #include "Engine/InputAxisKeyDelegateBinding.h" #include "GameFramework/Actor.h" #include "HAL/PlatformCrt.h" #include "Internationalization/Internationalization.h" #include "Kismet2/BlueprintEditorUtils.h" #include "Kismet2/CompilerResultsLog.h" #include "Misc/AssertionMacros.h" #include "Styling/AppStyle.h" #include "Templates/Casts.h" #include "UObject/Class.h" #include "UObject/NameTypes.h" struct FLinearColor; #define LOCTEXT_NAMESPACE "K2Node_GetInputAxisKeyValue" UK2Node_GetInputAxisKeyValue::UK2Node_GetInputAxisKeyValue(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { bConsumeInput = true; } void UK2Node_GetInputAxisKeyValue::AllocateDefaultPins() { Super::AllocateDefaultPins(); UEdGraphPin* InputAxisKeyPin = FindPinChecked(TEXT("InputAxisKey")); InputAxisKeyPin->DefaultValue = InputAxisKey.ToString(); } void UK2Node_GetInputAxisKeyValue::Initialize(const FKey AxisKey) { InputAxisKey = AxisKey; SetFromFunction(AActor::StaticClass()->FindFunctionByName(GET_FUNCTION_NAME_CHECKED(AActor, GetInputAxisKeyValue))); CachedTooltip.MarkDirty(); CachedNodeTitle.MarkDirty(); } FText UK2Node_GetInputAxisKeyValue::GetNodeTitle(ENodeTitleType::Type TitleType) const { if (TitleType == ENodeTitleType::MenuTitle) { return InputAxisKey.GetDisplayName(); } else if (CachedNodeTitle.IsOutOfDate(this)) { FFormatNamedArguments Args; Args.Add(TEXT("AxisKey"), InputAxisKey.GetDisplayName()); // FText::Format() is slow, so we cache this to save on performance CachedNodeTitle.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "GetInputAxisKey_Name", "Get {AxisKey}"), Args), this); } return CachedNodeTitle; } FText UK2Node_GetInputAxisKeyValue::GetTooltipText() const { if (CachedTooltip.IsOutOfDate(this)) { FFormatNamedArguments Args; Args.Add(TEXT("AxisKey"), InputAxisKey.GetDisplayName()); // FText::Format() is slow, so we cache this to save on performance CachedTooltip.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "GetInputAxisKey_Tooltip", "Returns the current value of input axis key {AxisKey}. If input is disabled for the actor the value will be 0."), Args), this); } return CachedTooltip; } bool UK2Node_GetInputAxisKeyValue::IsCompatibleWithGraph(UEdGraph const* Graph) const { UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(Graph); UEdGraphSchema_K2 const* K2Schema = Cast(Graph->GetSchema()); bool const bIsConstructionScript = (K2Schema != nullptr) ? K2Schema->IsConstructionScript(Graph) : false; return (Blueprint != nullptr) && Blueprint->SupportsInputEvents() && !bIsConstructionScript && Super::IsCompatibleWithGraph(Graph); } void UK2Node_GetInputAxisKeyValue::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const { Super::ValidateNodeDuringCompilation(MessageLog); if (!InputAxisKey.IsValid()) { MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Invalid_GetInputAxisKey_Warning", "GetInputAxisKey Value specifies invalid FKey'{0}' for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this); } else if (!InputAxisKey.IsAxis1D()) { MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotAxis_GetInputAxisKey_Warning", "GetInputAxisKey Value specifies FKey'{0}' which is not a float axis for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this); } else if (InputAxisKey.IsDeprecated()) { MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Deprecated_GetInputAxisKey_Warning", "GetInputAxisKey Value specifies FKey'{0}' which has been deprecated for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this); } else if (!InputAxisKey.IsBindableInBlueprints()) { MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotBindanble_GetInputAxisKey_Warning", "GetInputAxisKey Value specifies FKey'{0}' that is not blueprint bindable for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this); } } UClass* UK2Node_GetInputAxisKeyValue::GetDynamicBindingClass() const { return UInputAxisKeyDelegateBinding::StaticClass(); } void UK2Node_GetInputAxisKeyValue::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const { UInputAxisKeyDelegateBinding* InputAxisKeyBindingObject = CastChecked(BindingObject); FBlueprintInputAxisKeyDelegateBinding Binding; Binding.AxisKey = InputAxisKey; Binding.bConsumeInput = bConsumeInput; Binding.bExecuteWhenPaused = bExecuteWhenPaused; InputAxisKeyBindingObject->InputAxisKeyDelegateBindings.Add(Binding); } FSlateIcon UK2Node_GetInputAxisKeyValue::GetIconAndTint(FLinearColor& OutColor) const { return FSlateIcon(FAppStyle::GetAppStyleSetName(), EKeys::GetMenuCategoryPaletteIcon(InputAxisKey.GetMenuCategory())); } void UK2Node_GetInputAxisKeyValue::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const { TArray AllKeys; EKeys::GetAllKeys(AllKeys); auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FKey Key) { UK2Node_GetInputAxisKeyValue* InputNode = CastChecked(NewNode); InputNode->Initialize(Key); }; // 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 (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)) { for (const FKey& Key : AllKeys) { if (!Key.IsBindableInBlueprints() || !Key.IsAxis1D()) { continue; } UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass()); check(NodeSpawner != nullptr); NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeInputNodeLambda, Key); ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner); } } } FText UK2Node_GetInputAxisKeyValue::GetMenuCategory() const { static TMap CachedCategories; const FName KeyCategory = InputAxisKey.GetMenuCategory(); const FText SubCategoryDisplayName = FText::Format(LOCTEXT("EventsCategory", "{0} Values"), 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_GetInputAxisKeyValue::GetSignature() const { FBlueprintNodeSignature NodeSignature = Super::GetSignature(); NodeSignature.AddKeyValue(InputAxisKey.ToString()); return NodeSignature; } #undef LOCTEXT_NAMESPACE