// Copyright Epic Games, Inc. All Rights Reserved. #include "K2Node_SwitchInteger.h" #include "BlueprintActionDatabaseRegistrar.h" #include "BlueprintNodeSpawner.h" #include "Containers/EnumAsByte.h" #include "Containers/UnrealString.h" #include "EdGraphSchema_K2.h" #include "HAL/PlatformMath.h" #include "Internationalization/Internationalization.h" #include "Kismet/KismetMathLibrary.h" #include "Misc/AssertionMacros.h" #include "Templates/SubclassOf.h" #include "UObject/Class.h" #include "UObject/UnrealNames.h" #include "UObject/UnrealType.h" UK2Node_SwitchInteger::UK2Node_SwitchInteger(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { StartIndex = 0; FunctionName = TEXT("NotEqual_IntInt"); FunctionClass = UKismetMathLibrary::StaticClass(); } FText UK2Node_SwitchInteger::GetNodeTitle(ENodeTitleType::Type TitleType) const { return NSLOCTEXT("K2Node", "Switch_Interger", "Switch on Int"); } FText UK2Node_SwitchInteger::GetTooltipText() const { return NSLOCTEXT("K2Node", "SwitchInt_ToolTip", "Selects an output that matches the input value"); } void UK2Node_SwitchInteger::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const { // 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)) { UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass()); check(NodeSpawner != nullptr); ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner); } } void UK2Node_SwitchInteger::CreateSelectionPin() { UEdGraphPin* Pin = CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Int, TEXT("Selection")); GetDefault()->SetPinAutogeneratedDefaultValueBasedOnType(Pin); } FEdGraphPinType UK2Node_SwitchInteger::GetPinType() const { FEdGraphPinType PinType; PinType.PinCategory = UEdGraphSchema_K2::PC_Int; return PinType; } FName UK2Node_SwitchInteger::GetPinNameGivenIndex(int32 Index) const { return *FString::Printf(TEXT("%d"), Index); } FName UK2Node_SwitchInteger::GetUniquePinName() { FName NewPinName; int32 i = StartIndex; while (true) { NewPinName = GetPinNameGivenIndex(i++); if (!FindPin(NewPinName)) { break; } } return NewPinName; } void UK2Node_SwitchInteger::CreateCasePins() { // Do nothing. By default nothing to do // and during realloc we will add new pins } void UK2Node_SwitchInteger::ReallocatePinsDuringReconstruction(TArray& OldPins) { Super::ReallocatePinsDuringReconstruction(OldPins); int32 ExecOutPinCount = StartIndex; UEdGraphPin* DefaultPin = GetDefaultPin(); for (int32 i = bHasDefaultPin ? 1 : 0; i < OldPins.Num(); ++i) { UEdGraphPin* TestPin = OldPins[i]; if (UEdGraphSchema_K2::IsExecPin(*TestPin) && (TestPin->Direction == EGPD_Output)) { // Skip the default pin to avoid creating an extra output pin in the case where the default pin has been toggled off if (TestPin->PinName != TEXT("Default")) { const FName NewPinName = GetPinNameGivenIndex(ExecOutPinCount); ExecOutPinCount++; // Make sure the old pin and new pin names match TestPin->PinName = NewPinName; // Create the new output pin to match CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, NewPinName); } } } } bool UK2Node_SwitchInteger::CanRemoveExecutionPin(UEdGraphPin* TargetPin) const { if (!Super::CanRemoveExecutionPin(TargetPin)) { return false; } const UEdGraphSchema_K2* K2Schema = GetDefault(); int32 PinIndex = (StartIndex >= 0) ? StartIndex : 0; int32 FoundIndex = INDEX_NONE; UEdGraphPin* DefaultPin = GetDefaultPin(); if (TargetPin == DefaultPin) { return true; } for (int32 i = 0; i < Pins.Num(); ++i) { UEdGraphPin* PotentialPin = Pins[i]; if (K2Schema->IsExecPin(*PotentialPin) && (PotentialPin->Direction == EGPD_Output) && (PotentialPin != DefaultPin)) { if (PotentialPin == TargetPin) { FoundIndex = PinIndex; } ++PinIndex; } } // Only allow removing last pin if (FoundIndex != PinIndex - 1) { return false; } return true; } void UK2Node_SwitchInteger::RemovePin(UEdGraphPin* TargetPin) { const UEdGraphSchema_K2* K2Schema = GetDefault(); int32 PinIndex = (StartIndex >= 0) ? StartIndex : 0; UEdGraphPin* DefaultPin = GetDefaultPin(); for (int32 i = 0; i < Pins.Num(); ++i) { UEdGraphPin* PotentialPin = Pins[i]; if (K2Schema->IsExecPin(*PotentialPin) && (PotentialPin->Direction == EGPD_Output) && (PotentialPin != DefaultPin) && (PotentialPin != TargetPin)) { PotentialPin->PinName = GetPinNameGivenIndex(PinIndex); ++PinIndex; } } } void UK2Node_SwitchInteger::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) { FName PropertyName = (PropertyChangedEvent.Property != NULL) ? PropertyChangedEvent.Property->GetFName() : NAME_None; if (PropertyName == TEXT("StartIndex")) { ReconstructNode(); } Super::PostEditChangeProperty(PropertyChangedEvent); }