Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Private/BlueprintVariableNodeSpawner.cpp
2025-05-18 13:04:45 +08:00

331 lines
13 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BlueprintVariableNodeSpawner.h"
#include "BlueprintActionFilter.h"
#include "Containers/Array.h"
#include "Containers/UnrealString.h"
#include "Delegates/Delegate.h"
#include "EdGraph/EdGraph.h"
#include "EdGraph/EdGraphNode.h"
#include "EdGraphSchema_K2.h"
#include "Editor/EditorEngine.h"
#include "EditorCategoryUtils.h"
#include "Engine/BlueprintGeneratedClass.h"
#include "Engine/MemberReference.h"
#include "HAL/Platform.h"
#include "Internationalization/Internationalization.h"
#include "K2Node_Variable.h"
#include "K2Node_VariableGet.h"
#include "K2Node_VariableSet.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "Misc/AssertionMacros.h"
#include "Misc/Guid.h"
#include "ObjectEditorUtils.h"
#include "Settings/EditorStyleSettings.h"
#include "Templates/Casts.h"
#include "Textures/SlateIcon.h"
#include "UObject/Class.h"
#include "UObject/NameTypes.h"
#include "UObject/Object.h"
#include "UObject/Package.h"
#include "UObject/UnrealNames.h"
#include "UObject/UnrealType.h"
#include "UObject/WeakObjectPtrTemplates.h"
#define LOCTEXT_NAMESPACE "BlueprintVariableNodeSpawner"
/*******************************************************************************
* UBlueprintVariableNodeSpawner
******************************************************************************/
//------------------------------------------------------------------------------
UBlueprintVariableNodeSpawner* UBlueprintVariableNodeSpawner::CreateFromMemberOrParam(TSubclassOf<UK2Node_Variable> NodeClass, FProperty const* VarProperty, UEdGraph* VarContext, UClass* OwnerClass)
{
check(VarProperty != nullptr);
//--------------------------------------
// Constructing the Spawner
//--------------------------------------
UBlueprintVariableNodeSpawner* NodeSpawner = NewObject<UBlueprintVariableNodeSpawner>(GetTransientPackage());
NodeSpawner->NodeClass = NodeClass;
NodeSpawner->SetField(const_cast<FProperty*>(VarProperty));
NodeSpawner->LocalVarOuter = VarContext;
//--------------------------------------
// Default UI Signature
//--------------------------------------
FBlueprintActionUiSpec& MenuSignature = NodeSpawner->DefaultMenuSignature;
FString const VarSubCategory = FObjectEditorUtils::GetCategory(VarProperty);
MenuSignature.Category = FEditorCategoryUtils::BuildCategoryString(FCommonEditorCategory::Variables, FText::FromString(VarSubCategory));
FText const VarName = NodeSpawner->GetVariableName();
// @TODO: NodeClass could be modified post Create()
if (NodeClass != nullptr)
{
if (NodeClass->IsChildOf(UK2Node_VariableGet::StaticClass()))
{
MenuSignature.MenuName = FText::Format(LOCTEXT("GetterMenuName", "Get {0}"), VarName);
MenuSignature.Tooltip = UK2Node_VariableGet::GetPropertyTooltip(VarProperty);
}
else if (NodeClass->IsChildOf(UK2Node_VariableSet::StaticClass()))
{
MenuSignature.MenuName = FText::Format(LOCTEXT("SetterMenuName", "Set {0}"), VarName);
MenuSignature.Tooltip = UK2Node_VariableSet::GetPropertyTooltip(VarProperty);
}
}
// add at least one character, so that PrimeDefaultUiSpec() doesn't
// attempt to query the template node
//
// @TODO: maybe UPROPERTY() fields should have keyword metadata like functions
if (MenuSignature.Keywords.IsEmpty())
{
// want to set it to something so we won't end up back in this condition
MenuSignature.Keywords = FText::FromString(TEXT(" "));
}
MenuSignature.Icon = UK2Node_Variable::GetVarIconFromPinType(NodeSpawner->GetVarType(), MenuSignature.IconTint);
//--------------------------------------
// Post-Spawn Setup
//--------------------------------------
auto MemberVarSetupLambda = [](UEdGraphNode* NewNode, FFieldVariant InField, UClass* OwnerClass)
{
if (FProperty const* Property = CastField<FProperty>(InField.ToField()))
{
UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForNodeChecked(NewNode);
OwnerClass = OwnerClass ? OwnerClass : Property->GetOwnerClass();
// We need to use a generated class instead of a skeleton class for IsChildOf, so if the OwnerClass has a Blueprint, grab the GeneratedClass
const bool bOwnerClassIsSelfContext = (Blueprint->SkeletonGeneratedClass->GetAuthoritativeClass() == OwnerClass) || Blueprint->SkeletonGeneratedClass->IsChildOf(OwnerClass);
const bool bIsFunctionVariable = Property->GetOwner<UFunction>() != nullptr;
UK2Node_Variable* VarNode = CastChecked<UK2Node_Variable>(NewNode);
VarNode->SetFromProperty(Property, bOwnerClassIsSelfContext && !bIsFunctionVariable, OwnerClass);
}
};
NodeSpawner->SetNodeFieldDelegate = FSetNodeFieldDelegate::CreateStatic(MemberVarSetupLambda, OwnerClass);
return NodeSpawner;
}
//------------------------------------------------------------------------------
UBlueprintVariableNodeSpawner* UBlueprintVariableNodeSpawner::CreateFromLocal(TSubclassOf<UK2Node_Variable> NodeClass, UEdGraph* VarContext, FBPVariableDescription const& VarDesc, FProperty* VarProperty, UObject* Outer/*= nullptr*/)
{
check(VarContext != nullptr);
if (Outer == nullptr)
{
Outer = GetTransientPackage();
}
//--------------------------------------
// Constructing the Spawner
//--------------------------------------
// @TODO: consider splitting out local variable spawners (since they don't
// conform to UBlueprintFieldNodeSpawner
UBlueprintVariableNodeSpawner* NodeSpawner = NewObject<UBlueprintVariableNodeSpawner>(Outer);
NodeSpawner->NodeClass = NodeClass;
NodeSpawner->LocalVarOuter = VarContext;
NodeSpawner->LocalVarDesc = VarDesc;
NodeSpawner->SetField(VarProperty);
//--------------------------------------
// Default UI Signature
//--------------------------------------
FBlueprintActionUiSpec& MenuSignature = NodeSpawner->DefaultMenuSignature;
MenuSignature.Category = FEditorCategoryUtils::BuildCategoryString(FCommonEditorCategory::Variables, VarDesc.Category);
FText const VarName = NodeSpawner->GetVariableName();
// @TODO: NodeClass could be modified post Create()
if (NodeClass != nullptr)
{
if (NodeClass->IsChildOf(UK2Node_VariableGet::StaticClass()))
{
MenuSignature.MenuName = FText::Format(LOCTEXT("LocalGetterMenuName", "Get {0}"), VarName);
MenuSignature.Tooltip = UK2Node_VariableGet::GetBlueprintVarTooltip(VarDesc);
}
else if (NodeClass->IsChildOf(UK2Node_VariableSet::StaticClass()))
{
MenuSignature.MenuName = FText::Format(LOCTEXT("LocalSetterMenuName", "Set {0}"), VarName);
MenuSignature.Tooltip = UK2Node_VariableSet::GetBlueprintVarTooltip(VarDesc);
}
}
// add at least one character, so that PrimeDefaultUiSpec() doesn't
// attempt to query the template node
if (MenuSignature.Keywords.IsEmpty())
{
// want to set it to something so we won't end up back in this condition
MenuSignature.Keywords = FText::FromString(TEXT(" "));
}
MenuSignature.Icon = UK2Node_Variable::GetVarIconFromPinType(NodeSpawner->GetVarType(), MenuSignature.IconTint);
return NodeSpawner;
}
//------------------------------------------------------------------------------
UBlueprintVariableNodeSpawner::UBlueprintVariableNodeSpawner(FObjectInitializer const& ObjectInitializer)
: Super(ObjectInitializer)
{
}
//------------------------------------------------------------------------------
void UBlueprintVariableNodeSpawner::Prime()
{
// we expect that you don't need a node template to construct menu entries
// from this, so we choose not to pre-cache one here
}
//------------------------------------------------------------------------------
FBlueprintNodeSignature UBlueprintVariableNodeSpawner::GetSpawnerSignature() const
{
FBlueprintNodeSignature SpawnerSignature(NodeClass);
if (IsUserLocalVariable())
{
SpawnerSignature.AddSubObject(LocalVarOuter);
static const FName LocalVarSignatureKey(TEXT("LocalVarName"));
SpawnerSignature.AddNamedValue(LocalVarSignatureKey, LocalVarDesc.VarName.ToString());
}
return SpawnerSignature;
}
//------------------------------------------------------------------------------
FBlueprintActionUiSpec UBlueprintVariableNodeSpawner::GetUiSpec(FBlueprintActionContext const& Context, FBindingSet const& Bindings) const
{
UEdGraph* TargetGraph = (Context.Graphs.Num() > 0) ? Context.Graphs[0] : nullptr;
FBlueprintActionUiSpec MenuSignature = PrimeDefaultUiSpec(TargetGraph);
if (FProperty const* WrappedVariable = GetVarProperty())
{
checkSlow(Context.Blueprints.Num() > 0);
UBlueprint const* TargetBlueprint = Context.Blueprints[0];
// @TODO: this is duplicated in a couple places, move it to some shared resource
UClass const* TargetClass = (TargetBlueprint->GeneratedClass != nullptr) ? TargetBlueprint->GeneratedClass : TargetBlueprint->ParentClass;
for (UEdGraphPin* Pin : Context.Pins)
{
if ((Pin->PinType.PinCategory == UEdGraphSchema_K2::PC_Object) &&
Pin->PinType.PinSubCategoryObject.IsValid())
{
TargetClass = CastChecked<UClass>(Pin->PinType.PinSubCategoryObject.Get());
}
}
UClass const* EffectiveOwnerClass = WrappedVariable->GetOwnerClass();
EffectiveOwnerClass = EffectiveOwnerClass ? EffectiveOwnerClass : ToRawPtr(OwnerClass);
const bool bIsOwningClassValid = EffectiveOwnerClass && (!Cast<const UBlueprintGeneratedClass>(EffectiveOwnerClass) || EffectiveOwnerClass->ClassGeneratedBy); //todo: more general validation
UClass const* VariableClass = bIsOwningClassValid ? EffectiveOwnerClass->GetAuthoritativeClass() : nullptr;
if (VariableClass && (!TargetClass || !TargetClass->IsChildOf(VariableClass)))
{
MenuSignature.Category = FEditorCategoryUtils::BuildCategoryString(FCommonEditorCategory::Class,
FText::FromString(VariableClass->GetDisplayNameText().ToString()));
}
}
DynamicUiSignatureGetter.ExecuteIfBound(Context, Bindings, &MenuSignature);
return MenuSignature;
}
//------------------------------------------------------------------------------
UEdGraphNode* UBlueprintVariableNodeSpawner::Invoke(UEdGraph* ParentGraph, FBindingSet const& Bindings, FVector2D const Location) const
{
UEdGraphNode* NewNode = nullptr;
// @TODO: consider splitting out local variable spawners (since they don't
// conform to UBlueprintFieldNodeSpawner
if (IsLocalVariable())
{
auto LocalVarSetupLambda = [](UEdGraphNode* InNewNode, bool bIsTemplateNode, FName VarName, FFieldVariant VarOuter, FGuid VarGuid, FCustomizeNodeDelegate UserDelegate)
{
UK2Node_Variable* VarNode = CastChecked<UK2Node_Variable>(InNewNode);
VarNode->VariableReference.SetLocalMember(VarName, VarOuter.GetName(), VarGuid);
UserDelegate.ExecuteIfBound(InNewNode, bIsTemplateNode);
};
FCustomizeNodeDelegate PostSpawnDelegate = CustomizeNodeDelegate;
if (FFieldVariant LocalVariableOuter = GetVarOuter())
{
PostSpawnDelegate = FCustomizeNodeDelegate::CreateStatic(LocalVarSetupLambda, IsUserLocalVariable() ? LocalVarDesc.VarName : GetField().GetFName(), LocalVariableOuter, LocalVarDesc.VarGuid, CustomizeNodeDelegate);
}
NewNode = UBlueprintNodeSpawner::SpawnNode<UEdGraphNode>(NodeClass, ParentGraph, Bindings, Location, PostSpawnDelegate);
}
else
{
NewNode = Super::Invoke(ParentGraph, Bindings, Location);
}
return NewNode;
}
//------------------------------------------------------------------------------
bool UBlueprintVariableNodeSpawner::IsUserLocalVariable() const
{
return (LocalVarDesc.VarName != NAME_None);
}
//------------------------------------------------------------------------------
bool UBlueprintVariableNodeSpawner::IsLocalVariable() const
{
return (LocalVarDesc.VarName != NAME_None) || (LocalVarOuter != nullptr);
}
//------------------------------------------------------------------------------
FFieldVariant UBlueprintVariableNodeSpawner::GetVarOuter() const
{
FFieldVariant VarOuter;
if (IsLocalVariable())
{
VarOuter = LocalVarOuter;
}
else if (FProperty const* MemberVariable = GetVarProperty())
{
VarOuter = MemberVariable->GetOwnerVariant();
}
return VarOuter;
}
//------------------------------------------------------------------------------
FProperty const* UBlueprintVariableNodeSpawner::GetVarProperty() const
{
// Get() does IsValid() checks for us
return CastField<const FProperty>(GetField().ToField());
}
//------------------------------------------------------------------------------
FEdGraphPinType UBlueprintVariableNodeSpawner::GetVarType() const
{
FEdGraphPinType VarType;
if (IsUserLocalVariable())
{
VarType = LocalVarDesc.VarType;
}
else if (FProperty const* VarProperty = GetVarProperty())
{
UEdGraphSchema_K2 const* K2Schema = GetDefault<UEdGraphSchema_K2>();
K2Schema->ConvertPropertyToPinType(VarProperty, VarType);
}
return VarType;
}
//------------------------------------------------------------------------------
FText UBlueprintVariableNodeSpawner::GetVariableName() const
{
FText VarName;
bool bShowFriendlyNames = GetDefault<UEditorStyleSettings>()->bShowFriendlyNames;
if (IsUserLocalVariable())
{
VarName = bShowFriendlyNames ? FText::FromString(LocalVarDesc.FriendlyName) : FText::FromName(LocalVarDesc.VarName);
}
else if (FProperty const* MemberVariable = GetVarProperty())
{
VarName = bShowFriendlyNames ? FText::FromString(UEditorEngine::GetFriendlyName(MemberVariable)) : FText::FromName(MemberVariable->GetFName());
}
return VarName;
}
#undef LOCTEXT_NAMESPACE