// Copyright Epic Games, Inc. All Rights Reserved. #include "K2Node_GetInputAxisValue.h" #include "BlueprintActionDatabase.h" #include "BlueprintActionDatabaseRegistrar.h" #include "BlueprintNodeSpawner.h" #include "Containers/Array.h" #include "Containers/UnrealString.h" #include "Delegates/Delegate.h" #include "EdGraph/EdGraph.h" #include "EdGraph/EdGraphPin.h" #include "EdGraphSchema_K2.h" #include "Editor.h" #include "EditorCategoryUtils.h" #include "Engine/Blueprint.h" #include "Engine/DynamicBlueprintBinding.h" #include "Engine/InputAxisDelegateBinding.h" #include "GameFramework/Actor.h" #include "GameFramework/InputSettings.h" #include "HAL/PlatformCrt.h" #include "Internationalization/Internationalization.h" #include "Kismet2/BlueprintEditorUtils.h" #include "Kismet2/CompilerResultsLog.h" #include "Misc/AssertionMacros.h" #include "Templates/Casts.h" #include "UObject/Class.h" #define LOCTEXT_NAMESPACE "K2Node_GetInputAxisValue" UK2Node_GetInputAxisValue::UK2Node_GetInputAxisValue(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { bConsumeInput = true; } void UK2Node_GetInputAxisValue::AllocateDefaultPins() { Super::AllocateDefaultPins(); UEdGraphPin* InputAxisNamePin = FindPinChecked(TEXT("InputAxisName")); InputAxisNamePin->DefaultValue = InputAxisName.ToString(); } void UK2Node_GetInputAxisValue::Initialize(const FName AxisName) { InputAxisName = AxisName; SetFromFunction(AActor::StaticClass()->FindFunctionByName(GET_FUNCTION_NAME_CHECKED(AActor, GetInputAxisValue))); } FText UK2Node_GetInputAxisValue::GetNodeTitle(ENodeTitleType::Type TitleType) const { if (TitleType == ENodeTitleType::MenuTitle) { return FText::FromName(InputAxisName); } else if (CachedNodeTitle.IsOutOfDate(this)) { FFormatNamedArguments Args; Args.Add(TEXT("InputAxisName"), FText::FromName(InputAxisName)); FText LocFormat = NSLOCTEXT("K2Node", "GetInputAxis_Name", "Get {InputAxisName}"); // FText::Format() is slow, so we cache this to save on performance CachedNodeTitle.SetCachedText(FText::Format(LocFormat, Args), this); } return CachedNodeTitle; } FText UK2Node_GetInputAxisValue::GetTooltipText() const { if (CachedTooltip.IsOutOfDate(this)) { // FText::Format() is slow, so we cache this to save on performance CachedTooltip.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "GetInputAxis_Tooltip", "Returns the current value of input axis {0}. If input is disabled for the actor the value will be 0."), FText::FromName(InputAxisName)), this); } return CachedTooltip; } bool UK2Node_GetInputAxisValue::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_GetInputAxisValue::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const { Super::ValidateNodeDuringCompilation(MessageLog); TArray AxisNames; GetDefault()->GetAxisNames(AxisNames); if (!AxisNames.Contains(InputAxisName)) { MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "MissingInputAxis_WarningFmt", "Get Input Axis references unknown Axis '{0}' for @@"), FText::FromString(InputAxisName.ToString())).ToString(), this); } } UClass* UK2Node_GetInputAxisValue::GetDynamicBindingClass() const { return UInputAxisDelegateBinding::StaticClass(); } void UK2Node_GetInputAxisValue::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const { UInputAxisDelegateBinding* InputAxisBindingObject = CastChecked(BindingObject); FBlueprintInputAxisDelegateBinding Binding; Binding.InputAxisName = InputAxisName; Binding.bConsumeInput = bConsumeInput; Binding.bExecuteWhenPaused = bExecuteWhenPaused; Binding.bOverrideParentBinding = false; InputAxisBindingObject->InputAxisDelegateBindings.Add(Binding); } void UK2Node_GetInputAxisValue::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const { TArray AxisNames; GetDefault()->GetAxisNames(AxisNames); auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FName AxisName) { UK2Node_GetInputAxisValue* InputNode = CastChecked(NewNode); InputNode->Initialize(AxisName); }; // 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& AxisName : AxisNames) { UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass()); check(NodeSpawner != nullptr); NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeInputNodeLambda, AxisName); ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner); } } } FText UK2Node_GetInputAxisValue::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", "Axis Values")), this); } return CachedCategory; } FBlueprintNodeSignature UK2Node_GetInputAxisValue::GetSignature() const { FBlueprintNodeSignature NodeSignature = Super::GetSignature(); NodeSignature.AddKeyValue(InputAxisName.ToString()); return NodeSignature; } #undef LOCTEXT_NAMESPACE