492 lines
18 KiB
C++
492 lines
18 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "K2Node_InputDebugKey.h"
|
|
#include "GraphEditorSettings.h"
|
|
#include "EdGraphSchema_K2_Actions.h"
|
|
#include "K2Node_AssignmentStatement.h"
|
|
#include "K2Node_TemporaryVariable.h"
|
|
#include "Kismet2/BlueprintEditorUtils.h"
|
|
#include "K2Node_InputDebugKeyEvent.h"
|
|
#include "KismetCompiler.h"
|
|
#include "BlueprintNodeSpawner.h"
|
|
#include "EditorCategoryUtils.h"
|
|
#include "BlueprintActionDatabaseRegistrar.h"
|
|
#include "InputActionValue.h"
|
|
#include "Styling/AppStyle.h"
|
|
#include "GameFramework/InputSettings.h"
|
|
#include "Editor.h" // for FEditorDelegates::OnEnableGestureRecognizerChanged
|
|
#include "Blueprint/UserWidget.h"
|
|
#include "BlueprintNodeTemplateCache.h"
|
|
|
|
#include UE_INLINE_GENERATED_CPP_BY_NAME(K2Node_InputDebugKey)
|
|
|
|
#define LOCTEXT_NAMESPACE "UK2Node_InputDebugKey"
|
|
|
|
static const FName ActionPinName = TEXT("ActionValue");
|
|
|
|
UK2Node_InputDebugKey::UK2Node_InputDebugKey(const FObjectInitializer& ObjectInitializer)
|
|
: Super(ObjectInitializer)
|
|
{
|
|
#if PLATFORM_MAC && WITH_EDITOR
|
|
if (IsTemplate())
|
|
{
|
|
FProperty* ControlProp = GetClass()->FindPropertyByName(GET_MEMBER_NAME_CHECKED(UK2Node_InputDebugKey, bControl));
|
|
FProperty* CommandProp = GetClass()->FindPropertyByName(GET_MEMBER_NAME_CHECKED(UK2Node_InputDebugKey, bCommand));
|
|
|
|
ControlProp->SetMetaData(TEXT("DisplayName"), TEXT("Command"));
|
|
CommandProp->SetMetaData(TEXT("DisplayName"), TEXT("Control"));
|
|
}
|
|
#endif
|
|
|
|
// Show the development only banner to warn the user they're not going to get the benefits of this node in a shipping build
|
|
SetEnabledState(ENodeEnabledState::DevelopmentOnly, false);
|
|
}
|
|
|
|
UInputDebugKeyEventNodeSpawner* UInputDebugKeyEventNodeSpawner::Create(TSubclassOf<UEdGraphNode> const NodeClass, const FKey& InDebugKey)
|
|
{
|
|
check(NodeClass != nullptr);
|
|
check(NodeClass->IsChildOf<UEdGraphNode>());
|
|
|
|
UInputDebugKeyEventNodeSpawner* NodeSpawner = NewObject<UInputDebugKeyEventNodeSpawner>(GetTransientPackage());
|
|
NodeSpawner->NodeClass = NodeClass;
|
|
NodeSpawner->DebugKey = InDebugKey;
|
|
|
|
return NodeSpawner;
|
|
}
|
|
|
|
UEdGraphNode* UInputDebugKeyEventNodeSpawner::Invoke(UEdGraph* ParentGraph, FBindingSet const& Bindings, FVector2D const Location) const
|
|
{
|
|
check(ParentGraph != nullptr);
|
|
UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraphChecked(ParentGraph);
|
|
|
|
if (!FBlueprintNodeTemplateCache::IsTemplateOuter(ParentGraph))
|
|
{
|
|
// Look to see if a node for this input action already exists. If it does, just return that
|
|
// which will jump the focus to it.
|
|
if (UK2Node* PreExistingNode = FindExistingNode(Blueprint))
|
|
{
|
|
return PreExistingNode;
|
|
}
|
|
}
|
|
|
|
return Super::Invoke(ParentGraph, Bindings, Location);
|
|
}
|
|
|
|
UK2Node* UInputDebugKeyEventNodeSpawner::FindExistingNode(const UBlueprint* Blueprint) const
|
|
{
|
|
TArray<UK2Node_InputDebugKey*> AllDebugKeyNodes;
|
|
FBlueprintEditorUtils::GetAllNodesOfClass<UK2Node_InputDebugKey>(Blueprint, AllDebugKeyNodes);
|
|
|
|
for (UK2Node_InputDebugKey* Node : AllDebugKeyNodes)
|
|
{
|
|
if (Node->InputKey == DebugKey)
|
|
{
|
|
return Node;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
void UK2Node_InputDebugKey::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
|
|
{
|
|
Super::PostEditChangeProperty(PropertyChangedEvent);
|
|
|
|
CachedNodeTitle.Clear();
|
|
CachedTooltip.Clear();
|
|
}
|
|
|
|
void UK2Node_InputDebugKey::AllocateDefaultPins()
|
|
{
|
|
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, TEXT("Pressed"));
|
|
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, TEXT("Released"));
|
|
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Struct, FKey::StaticStruct(), TEXT("Key"));
|
|
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Struct, FInputActionValue::StaticStruct(), ActionPinName);
|
|
|
|
Super::AllocateDefaultPins();
|
|
}
|
|
|
|
FLinearColor UK2Node_InputDebugKey::GetNodeTitleColor() const
|
|
{
|
|
return GetDefault<UGraphEditorSettings>()->EventNodeTitleColor;
|
|
}
|
|
|
|
FName UK2Node_InputDebugKey::GetModifierName() const
|
|
{
|
|
FString ModName;
|
|
|
|
auto AddMod = [&ModName](bool bHasModifier, FString Name)
|
|
{
|
|
if (bHasModifier)
|
|
{
|
|
ModName += Name + (ModName.Len() ? TEXT("+") : TEXT(""));
|
|
}
|
|
};
|
|
|
|
AddMod(bControl, TEXT("Ctrl"));
|
|
AddMod(bCommand, TEXT("Cmd"));
|
|
AddMod(bAlt, TEXT("Alt"));
|
|
AddMod(bShift, TEXT("Shift"));
|
|
|
|
return FName(*ModName);
|
|
}
|
|
|
|
FText UK2Node_InputDebugKey::GetModifierText() const
|
|
{
|
|
#if PLATFORM_MAC
|
|
const FText CommandText = LOCTEXT("KeyName_Control", "Ctrl");
|
|
const FText ControlText = LOCTEXT("KeyName_Command", "Cmd");
|
|
#else
|
|
const FText ControlText = LOCTEXT("KeyName_Control", "Ctrl");
|
|
const FText CommandText = LOCTEXT("KeyName_Command", "Cmd");
|
|
#endif
|
|
const FText AltText = LOCTEXT("KeyName_Alt", "Alt");
|
|
const FText ShiftText = LOCTEXT("KeyName_Shift", "Shift");
|
|
|
|
const FText AppenderText = LOCTEXT("ModAppender", "+");
|
|
|
|
FFormatNamedArguments Args;
|
|
int32 ModCount = 0;
|
|
|
|
auto AddMod = [&Args, &ModCount](bool bHasModifier, const FText Text) {
|
|
if (bHasModifier)
|
|
{
|
|
Args.Add(FString::Printf(TEXT("Mod%d"), ++ModCount), Text);
|
|
}
|
|
};
|
|
|
|
AddMod(bControl, ControlText);
|
|
AddMod(bCommand, CommandText);
|
|
AddMod(bAlt, AltText);
|
|
AddMod(bShift, ShiftText);
|
|
|
|
for (int32 i = 1; i <= 4; ++i)
|
|
{
|
|
if (i > ModCount)
|
|
{
|
|
Args.Add(FString::Printf(TEXT("Mod%d"), i), FText::GetEmpty());
|
|
}
|
|
|
|
Args.Add(FString::Printf(TEXT("Appender%d"), i), (i < ModCount ? AppenderText : FText::GetEmpty()));
|
|
}
|
|
|
|
Args.Add(TEXT("Key"), GetKeyText());
|
|
|
|
return FText::Format(LOCTEXT("NodeTitle", "{Mod1}{Appender1}{Mod2}{Appender2}{Mod3}{Appender3}{Mod4}"), Args);
|
|
}
|
|
|
|
FText UK2Node_InputDebugKey::GetKeyText() const
|
|
{
|
|
return InputKey.GetDisplayName();
|
|
}
|
|
|
|
FText UK2Node_InputDebugKey::GetNodeTitle(ENodeTitleType::Type TitleType) const
|
|
{
|
|
if (CachedNodeTitle.IsOutOfDate(this))
|
|
{
|
|
FFormatNamedArguments Args;
|
|
Args.Add(TEXT("ModifierKey"), GetModifierText());
|
|
Args.Add(TEXT("Key"), GetKeyText());
|
|
|
|
if (bControl || bAlt || bShift || bCommand)
|
|
{
|
|
// FText::Format() is slow, so we cache this to save on performance
|
|
CachedNodeTitle.SetCachedText(FText::Format(LOCTEXT("InputDebugKey_Name_WithModifiers", "Debug Key {ModifierKey} {Key}"), Args), this);
|
|
}
|
|
else
|
|
{
|
|
CachedNodeTitle.SetCachedText(FText::Format(LOCTEXT("InputDebugKey_Name_NoModifiers", "Debug Key {Key}"), Args), this);
|
|
}
|
|
}
|
|
return CachedNodeTitle;
|
|
}
|
|
|
|
FText UK2Node_InputDebugKey::GetTooltipText() const
|
|
{
|
|
if (CachedTooltip.IsOutOfDate(this))
|
|
{
|
|
FText ModifierText = GetModifierText();
|
|
FText KeyText = GetKeyText();
|
|
|
|
// FText::Format() is slow, so we cache this to save on performance
|
|
if (!ModifierText.IsEmpty())
|
|
{
|
|
CachedTooltip.SetCachedText(FText::Format(LOCTEXT("InputDebugKey_Tooltip_Modifiers", "Events for when the {0} key is pressed or released while {1} is also held."), KeyText, ModifierText), this);
|
|
}
|
|
else
|
|
{
|
|
CachedTooltip.SetCachedText(FText::Format(LOCTEXT("InputDebugKey_Tooltip", "Events for when the {0} key is pressed or released."), KeyText), this);
|
|
}
|
|
}
|
|
return CachedTooltip;
|
|
}
|
|
|
|
FSlateIcon UK2Node_InputDebugKey::GetIconAndTint(FLinearColor& OutColor) const
|
|
{
|
|
return FSlateIcon(FAppStyle::GetAppStyleSetName(), EKeys::GetMenuCategoryPaletteIcon(InputKey.GetMenuCategory()));
|
|
}
|
|
|
|
bool UK2Node_InputDebugKey::IsCompatibleWithGraph(UEdGraph const* Graph) const
|
|
{
|
|
// This node expands into event nodes and must be placed in a Ubergraph
|
|
EGraphType const GraphType = Graph->GetSchema()->GetGraphType(Graph);
|
|
bool bIsCompatible = (GraphType == EGraphType::GT_Ubergraph);
|
|
|
|
if (bIsCompatible)
|
|
{
|
|
UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(Graph);
|
|
|
|
UEdGraphSchema_K2 const* K2Schema = Cast<UEdGraphSchema_K2>(Graph->GetSchema());
|
|
bool const bIsConstructionScript = (K2Schema != nullptr) ? UEdGraphSchema_K2::IsConstructionScript(Graph) : false;
|
|
|
|
bIsCompatible = (Blueprint != nullptr) && Blueprint->SupportsInputEvents() && !bIsConstructionScript && Super::IsCompatibleWithGraph(Graph);
|
|
}
|
|
return bIsCompatible;
|
|
}
|
|
|
|
UEdGraphPin* UK2Node_InputDebugKey::GetPressedPin() const
|
|
{
|
|
return FindPin(TEXT("Pressed"));
|
|
}
|
|
|
|
UEdGraphPin* UK2Node_InputDebugKey::GetReleasedPin() const
|
|
{
|
|
return FindPin(TEXT("Released"));
|
|
}
|
|
|
|
UEdGraphPin* UK2Node_InputDebugKey::GetActionValuePin() const
|
|
{
|
|
return FindPin(ActionPinName);
|
|
}
|
|
|
|
void UK2Node_InputDebugKey::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
|
|
{
|
|
Super::ValidateNodeDuringCompilation(MessageLog);
|
|
|
|
if (!InputKey.IsValid() || InputKey == EKeys::AnyKey)
|
|
{
|
|
MessageLog.Warning(*FText::Format(LOCTEXT("Invalid_InputDebugKey_Warning", "InputDebugKey Event specifies invalid FKey'{0}' for @@"), FText::FromString(InputKey.ToString())).ToString(), this);
|
|
}
|
|
else if (!InputKey.IsBindableInBlueprints())
|
|
{
|
|
MessageLog.Warning( *FText::Format( LOCTEXT("NotBindanble_InputDebugKey_Warning", "InputDebugKey Event specifies FKey'{0}' that is not blueprint bindable for @@"), FText::FromString(InputKey.ToString())).ToString(), this);
|
|
}
|
|
}
|
|
|
|
void UK2Node_InputDebugKey::ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
|
|
{
|
|
Super::ExpandNode(CompilerContext, SourceGraph);
|
|
|
|
UEdGraphPin* InputDebugKeyPressedPin = GetPressedPin();
|
|
UEdGraphPin* InputDebugKeyReleasedPin = GetReleasedPin();
|
|
UEdGraphPin* ActionValuePin = GetActionValuePin();
|
|
|
|
struct EventPinData
|
|
{
|
|
EventPinData(UEdGraphPin* InPin,TEnumAsByte<EInputEvent> InEvent ){ Pin=InPin;EventType=InEvent;};
|
|
UEdGraphPin* Pin;
|
|
TEnumAsByte<EInputEvent> EventType;
|
|
};
|
|
|
|
TArray<EventPinData> ActivePins;
|
|
if(( InputDebugKeyPressedPin != nullptr ) && (InputDebugKeyPressedPin->LinkedTo.Num() > 0 ))
|
|
{
|
|
ActivePins.Add(EventPinData(InputDebugKeyPressedPin,IE_Pressed));
|
|
}
|
|
if((InputDebugKeyReleasedPin != nullptr) && (InputDebugKeyReleasedPin->LinkedTo.Num() > 0 ))
|
|
{
|
|
ActivePins.Add(EventPinData(InputDebugKeyReleasedPin,IE_Released));
|
|
}
|
|
|
|
const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
|
|
|
|
auto CreateDebugKeyEvent = [this, &CompilerContext, &SourceGraph](UEdGraphPin* Pin, EInputEvent EventType)
|
|
{
|
|
// Create the input touch event
|
|
UK2Node_InputDebugKeyEvent* InputDebugKeyEvent = CompilerContext.SpawnIntermediateNode<UK2Node_InputDebugKeyEvent>(this, SourceGraph);
|
|
const FName ModifierName = GetModifierName();
|
|
if (ModifierName != NAME_None)
|
|
{
|
|
InputDebugKeyEvent->CustomFunctionName = FName(*FString::Printf(TEXT("InpActEvt_%s_%s_%s"), *ModifierName.ToString(), *InputKey.ToString(), *InputDebugKeyEvent->GetName()));
|
|
}
|
|
else
|
|
{
|
|
InputDebugKeyEvent->CustomFunctionName = FName(*FString::Printf(TEXT("InpActEvt_%s_%s"), *InputKey.ToString(), *InputDebugKeyEvent->GetName()));
|
|
}
|
|
InputDebugKeyEvent->InputChord.Key = InputKey;
|
|
InputDebugKeyEvent->InputChord.bCtrl = bControl;
|
|
InputDebugKeyEvent->InputChord.bAlt = bAlt;
|
|
InputDebugKeyEvent->InputChord.bShift = bShift;
|
|
InputDebugKeyEvent->InputChord.bCmd = bCommand;
|
|
InputDebugKeyEvent->bExecuteWhenPaused = bExecuteWhenPaused;
|
|
InputDebugKeyEvent->InputKeyEvent = EventType;
|
|
InputDebugKeyEvent->EventReference.SetExternalDelegateMember(FName(TEXT("InputDebugKeyHandlerDynamicSignature__DelegateSignature")));
|
|
InputDebugKeyEvent->bInternalEvent = true;
|
|
InputDebugKeyEvent->AllocateDefaultPins();
|
|
return InputDebugKeyEvent;
|
|
};
|
|
|
|
// If more than one is linked we have to do more complicated behaviors
|
|
if( ActivePins.Num() > 1 )
|
|
{
|
|
// Create a temporary variable to copy Key in to
|
|
static UScriptStruct* KeyStruct = FKey::StaticStruct();
|
|
UK2Node_TemporaryVariable* KeyVar = CompilerContext.SpawnIntermediateNode<UK2Node_TemporaryVariable>(this, SourceGraph);
|
|
KeyVar->VariableType.PinCategory = UEdGraphSchema_K2::PC_Struct;
|
|
KeyVar->VariableType.PinSubCategoryObject = KeyStruct;
|
|
KeyVar->AllocateDefaultPins();
|
|
|
|
// Create a temporary variable to copy Action Value in to
|
|
static UScriptStruct* ActionValueStruct = FInputActionValue::StaticStruct();
|
|
UK2Node_TemporaryVariable* ActionValueVar = CompilerContext.SpawnIntermediateNode<UK2Node_TemporaryVariable>(this, SourceGraph);
|
|
ActionValueVar->VariableType.PinCategory = UEdGraphSchema_K2::PC_Struct;
|
|
ActionValueVar->VariableType.PinSubCategoryObject = ActionValueStruct;
|
|
ActionValueVar->AllocateDefaultPins();
|
|
|
|
for (auto PinIt = ActivePins.CreateIterator(); PinIt; ++PinIt)
|
|
{
|
|
UEdGraphPin *EachPin = (*PinIt).Pin;
|
|
|
|
UK2Node_InputDebugKeyEvent* InputDebugKeyEvent = CreateDebugKeyEvent(EachPin, (*PinIt).EventType);
|
|
|
|
// Create assignment nodes to assign the key
|
|
UK2Node_AssignmentStatement* KeyInitialize = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(this, SourceGraph);
|
|
KeyInitialize->AllocateDefaultPins();
|
|
Schema->TryCreateConnection(KeyVar->GetVariablePin(), KeyInitialize->GetVariablePin());
|
|
Schema->TryCreateConnection(KeyInitialize->GetValuePin(), InputDebugKeyEvent->FindPinChecked(TEXT("Key")));
|
|
|
|
// Create Assignment nodes to assign the action value
|
|
UK2Node_AssignmentStatement* ActionValueInitialize = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(this, SourceGraph);
|
|
ActionValueInitialize->AllocateDefaultPins();
|
|
Schema->TryCreateConnection(ActionValueVar->GetVariablePin(), ActionValueInitialize->GetVariablePin());
|
|
Schema->TryCreateConnection(ActionValueInitialize->GetValuePin(), InputDebugKeyEvent->FindPinChecked(ActionPinName));
|
|
|
|
// Connect the events to the assign key nodes
|
|
Schema->TryCreateConnection(Schema->FindExecutionPin(*InputDebugKeyEvent, EGPD_Output), KeyInitialize->GetExecPin());
|
|
Schema->TryCreateConnection(KeyInitialize->GetThenPin(), ActionValueInitialize->GetExecPin());
|
|
|
|
// Move the original event connections to the then pin of the key assign
|
|
CompilerContext.MovePinLinksToIntermediate(*EachPin, *ActionValueInitialize->GetThenPin());
|
|
|
|
// Move the original event variable connections to the intermediate nodes
|
|
CompilerContext.MovePinLinksToIntermediate(*FindPin(TEXT("Key")), *KeyVar->GetVariablePin());
|
|
CompilerContext.MovePinLinksToIntermediate(*ActionValuePin, *ActionValueVar->GetVariablePin());
|
|
}
|
|
}
|
|
else if( ActivePins.Num() == 1 )
|
|
{
|
|
UEdGraphPin* InputDebugKeyPin = ActivePins[0].Pin;
|
|
|
|
if (InputDebugKeyPin->LinkedTo.Num() > 0)
|
|
{
|
|
UK2Node_InputDebugKeyEvent* InputDebugKeyEvent = CreateDebugKeyEvent(InputDebugKeyPin, ActivePins[0].EventType);
|
|
|
|
CompilerContext.MovePinLinksToIntermediate(*InputDebugKeyPin, *Schema->FindExecutionPin(*InputDebugKeyEvent, EGPD_Output));
|
|
CompilerContext.MovePinLinksToIntermediate(*FindPin(TEXT("Key")), *InputDebugKeyEvent->FindPin(TEXT("Key")));
|
|
CompilerContext.MovePinLinksToIntermediate(*ActionValuePin, *InputDebugKeyEvent->FindPin(ActionPinName));
|
|
}
|
|
}
|
|
|
|
// Widget blueprints require the bAutomaticallyRegisterInputOnConstruction to be set to true in order to receive callbacks
|
|
CompilerContext.AddPostCDOCompiledStep([](const UObject::FPostCDOCompiledContext& Context, UObject* NewCDO)
|
|
{
|
|
if (UUserWidget* Widget = Cast<UUserWidget>(NewCDO))
|
|
{
|
|
Widget->bAutomaticallyRegisterInputOnConstruction = true;
|
|
}
|
|
});
|
|
}
|
|
|
|
void UK2Node_InputDebugKey::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
|
|
{
|
|
TArray<FKey> AllKeys;
|
|
EKeys::GetAllKeys(AllKeys);
|
|
|
|
auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FKey Key)
|
|
{
|
|
UK2Node_InputDebugKey* InputNode = CastChecked<UK2Node_InputDebugKey>(NewNode);
|
|
InputNode->InputKey = Key;
|
|
};
|
|
|
|
auto RefreshClassActions = []()
|
|
{
|
|
FBlueprintActionDatabase::Get().RefreshClassActions(StaticClass());
|
|
};
|
|
|
|
// 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();
|
|
|
|
const bool bAllowGestures = GetDefault<UInputSettings>()->bEnableGestureRecognizer;
|
|
|
|
// 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))
|
|
{
|
|
// Refresh the action database of this node when the input settings are changed
|
|
static bool bRegisterOnce = true;
|
|
if (bRegisterOnce)
|
|
{
|
|
bRegisterOnce = false;
|
|
FEditorDelegates::OnEnableGestureRecognizerChanged.AddStatic(RefreshClassActions);
|
|
}
|
|
|
|
for (const FKey& Key : AllKeys)
|
|
{
|
|
// Do not show gesture keys if they are not enabled in the settings
|
|
const bool bInvalidGestureKey = !bAllowGestures && Key.IsGesture();
|
|
|
|
// AnyKey is not supported as a debug key, gestures can only be used if they are turned on in the settings
|
|
if (!Key.IsBindableInBlueprints() || Key == EKeys::AnyKey || bInvalidGestureKey)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
UBlueprintNodeSpawner* NodeSpawner = UInputDebugKeyEventNodeSpawner::Create(GetClass(), Key);
|
|
check(NodeSpawner != nullptr);
|
|
|
|
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeInputNodeLambda, Key);
|
|
ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
|
|
}
|
|
}
|
|
}
|
|
|
|
FText UK2Node_InputDebugKey::GetMenuCategory() const
|
|
{
|
|
static TMap<FName, FNodeTextCache> CachedCategories;
|
|
|
|
const FName KeyCategory = InputKey.GetMenuCategory();
|
|
const FText SubCategoryDisplayName = FText::Format(LOCTEXT("DebugKeyEventsCategory", "Debug Events|{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_InputDebugKey::GetSignature() const
|
|
{
|
|
FBlueprintNodeSignature NodeSignature = Super::GetSignature();
|
|
NodeSignature.AddKeyValue(InputKey.ToString());
|
|
|
|
return NodeSignature;
|
|
}
|
|
|
|
TSharedPtr<FEdGraphSchemaAction> UK2Node_InputDebugKey::GetEventNodeAction(const FText& ActionCategory)
|
|
{
|
|
TSharedPtr<FEdGraphSchemaAction_K2InputAction> EventNodeAction = MakeShareable(new FEdGraphSchemaAction_K2InputAction(ActionCategory, GetNodeTitle(ENodeTitleType::EditableTitle), GetTooltipText(), 0));
|
|
EventNodeAction->NodeTemplate = this;
|
|
return EventNodeAction;
|
|
}
|
|
|
|
#undef LOCTEXT_NAMESPACE
|
|
|