// Copyright Epic Games, Inc. All Rights Reserved. #include "K2Node_InputAxisKeyEvent.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 "EdGraphSchema_K2.h" #include "EditorCategoryUtils.h" #include "Engine/Blueprint.h" #include "Engine/DynamicBlueprintBinding.h" #include "Engine/InputAxisKeyDelegateBinding.h" #include "Engine/MemberReference.h" #include "HAL/PlatformCrt.h" #include "Internationalization/Internationalization.h" #include "Kismet2/BlueprintEditorUtils.h" #include "Kismet2/CompilerResultsLog.h" #include "Misc/AssertionMacros.h" #include "Serialization/Archive.h" #include "Styling/AppStyle.h" #include "Templates/Casts.h" #include "Templates/SubclassOf.h" #include "UObject/Class.h" #include "UObject/NameTypes.h" #include "UObject/ObjectVersion.h" struct FLinearColor; #define LOCTEXT_NAMESPACE "UK2Node_InputAxisKeyEvent" UK2Node_InputAxisKeyEvent::UK2Node_InputAxisKeyEvent(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { bConsumeInput = true; bOverrideParentBinding = true; bInternalEvent = true; EventReference.SetExternalDelegateMember(FName(TEXT("InputAxisHandlerDynamicSignature__DelegateSignature"))); } void UK2Node_InputAxisKeyEvent::Serialize(FArchive& Ar) { Super::Serialize(Ar); if(Ar.IsLoading()) { if(Ar.UEVer() < VER_UE4_K2NODE_EVENT_MEMBER_REFERENCE && EventSignatureName_DEPRECATED.IsNone() && EventSignatureClass_DEPRECATED == nullptr) { EventReference.SetExternalDelegateMember(FName(TEXT("InputAxisHandlerDynamicSignature__DelegateSignature"))); } } } void UK2Node_InputAxisKeyEvent::Initialize(const FKey InAxisKey) { AxisKey = InAxisKey; CustomFunctionName = FName(*FString::Printf(TEXT("InpAxisKeyEvt_%s_%s"), *AxisKey.ToString(), *GetName())); } FText UK2Node_InputAxisKeyEvent::GetNodeTitle(ENodeTitleType::Type TitleType) const { return AxisKey.GetDisplayName(); } FText UK2Node_InputAxisKeyEvent::GetTooltipText() const { if (CachedTooltip.IsOutOfDate(this)) { // FText::Format() is slow, so we cache this to save on performance CachedTooltip.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "InputAxisKey_Tooltip", "Event that provides the current value of the {0} axis once per frame when input is enabled for the containing actor."), AxisKey.GetDisplayName()), this); } return CachedTooltip; } void UK2Node_InputAxisKeyEvent::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const { Super::ValidateNodeDuringCompilation(MessageLog); if (!AxisKey.IsValid()) { MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Invalid_InputAxisKey_Warning", "InputAxisKey Event specifies invalid FKey'{0}' for @@"), FText::FromString(AxisKey.ToString())).ToString(), this); } else if (!AxisKey.IsAxis1D()) { MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotAxis_InputAxisKey_Warning", "InputAxisKey Event specifies FKey'{0}' which is not a float axis for @@"), FText::FromString(AxisKey.ToString())).ToString(), this); } else if (AxisKey.IsDeprecated()) { MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Deprecated_InputAxisKey_Warning", "InputAxisKey Event specifies FKey'{0}' which has been deprecated for @@"), FText::FromString(AxisKey.ToString())).ToString(), this); } else if (!AxisKey.IsBindableInBlueprints()) { MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotBindable_InputAxisKey_Warning", "InputAxisKey Event specifies FKey'{0}' that is not blueprint bindable for @@"), FText::FromString(AxisKey.ToString())).ToString(), this); } } UClass* UK2Node_InputAxisKeyEvent::GetDynamicBindingClass() const { return UInputAxisKeyDelegateBinding::StaticClass(); } FSlateIcon UK2Node_InputAxisKeyEvent::GetIconAndTint(FLinearColor& OutColor) const { return FSlateIcon(FAppStyle::GetAppStyleSetName(), EKeys::GetMenuCategoryPaletteIcon(AxisKey.GetMenuCategory())); } void UK2Node_InputAxisKeyEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const { UInputAxisKeyDelegateBinding* InputAxisKeyBindingObject = CastChecked(BindingObject); FBlueprintInputAxisKeyDelegateBinding Binding; Binding.AxisKey = AxisKey; Binding.bConsumeInput = bConsumeInput; Binding.bExecuteWhenPaused = bExecuteWhenPaused; Binding.bOverrideParentBinding = bOverrideParentBinding; Binding.FunctionNameToBind = CustomFunctionName; InputAxisKeyBindingObject->InputAxisKeyDelegateBindings.Add(Binding); } bool UK2Node_InputAxisKeyEvent::IsCompatibleWithGraph(const UEdGraph* TargetGraph) const { // By default, to be safe, we don't allow events to be pasted, except under special circumstances (see below) bool bIsCompatible = false; // Find the Blueprint that owns the target graph UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(TargetGraph); if (Blueprint != nullptr) { bIsCompatible = Blueprint && Blueprint->SupportsInputEvents(); } UEdGraphSchema_K2 const* K2Schema = Cast(TargetGraph->GetSchema()); bool const bIsConstructionScript = (K2Schema != nullptr) ? K2Schema->IsConstructionScript(TargetGraph) : false; bIsCompatible &= !bIsConstructionScript; return bIsCompatible && Super::IsCompatibleWithGraph(TargetGraph); } void UK2Node_InputAxisKeyEvent::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const { TArray AllKeys; EKeys::GetAllKeys(AllKeys); auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FKey Key) { UK2Node_InputAxisKeyEvent* 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_InputAxisKeyEvent::GetMenuCategory() const { static TMap CachedCategories; const FName KeyCategory = AxisKey.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_InputAxisKeyEvent::GetSignature() const { FBlueprintNodeSignature NodeSignature = Super::GetSignature(); NodeSignature.AddKeyValue(AxisKey.ToString()); return NodeSignature; } #undef LOCTEXT_NAMESPACE