Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Private/K2Node_AssignmentStatement.cpp
2025-05-18 13:04:45 +08:00

257 lines
8.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "K2Node_AssignmentStatement.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "BlueprintNodeSpawner.h"
#include "Containers/Array.h"
#include "Containers/Map.h"
#include "EdGraph/EdGraph.h"
#include "EdGraph/EdGraphPin.h"
#include "EdGraph/EdGraphSchema.h"
#include "EdGraphSchema_K2.h"
#include "EdGraphUtilities.h"
#include "EditorCategoryUtils.h"
#include "HAL/PlatformMath.h"
#include "Internationalization/Internationalization.h"
#include "Kismet2/CompilerResultsLog.h"
#include "KismetCastingUtils.h"
#include "KismetCompiledFunctionContext.h"
#include "KismetCompiler.h"
#include "Misc/AssertionMacros.h"
#include "UObject/Class.h"
#include "UObject/NameTypes.h"
#include "UObject/WeakObjectPtrTemplates.h"
#include "VariableSetHandler.h"
struct FBPTerminal;
#define LOCTEXT_NAMESPACE "K2Node_AssignmentStatement"
//////////////////////////////////////////////////////////////////////////
// FKCHandler_AssignmentStatement
class FKCHandler_AssignmentStatement : public FKCHandler_VariableSet
{
public:
FKCHandler_AssignmentStatement(FKismetCompilerContext& InCompilerContext)
: FKCHandler_VariableSet(InCompilerContext)
{
}
virtual void RegisterNets(FKismetFunctionContext& Context, UEdGraphNode* Node) override
{
using namespace UE::KismetCompiler;
UEdGraphPin* VariablePin = Node->FindPin(TEXT("Variable"));
UEdGraphPin* ValuePin = Node->FindPin(TEXT("Value"));
if ((VariablePin == NULL) || (ValuePin == NULL))
{
CompilerContext.MessageLog.Error(*LOCTEXT("MissingPins_Error", "Missing pin(s) on @@; expected a pin named Variable and a pin named Value").ToString(), Node);
return;
}
if (VariablePin->LinkedTo.Num() == 0)
{
CompilerContext.MessageLog.Error(*LOCTEXT("NoVariableConnected_Error", "A variable needs to be connected to @@").ToString(), VariablePin);
return;
}
ValidateAndRegisterNetIfLiteral(Context, ValuePin);
UEdGraphPin* VariablePinNet = FEdGraphUtilities::GetNetFromPin(VariablePin);
UEdGraphPin* ValuePinNet = FEdGraphUtilities::GetNetFromPin(ValuePin);
if (VariablePinNet && ValuePinNet)
{
CastingUtils::FConversion Conversion =
CastingUtils::GetFloatingPointConversion(*ValuePinNet, *VariablePinNet);
if (Conversion.Type != CastingUtils::FloatingPointCastType::None)
{
FBPTerminal* NewTerm = CastingUtils::MakeImplicitCastTerminal(Context, VariablePinNet, Node);
Context.ImplicitCastMap.Add(VariablePin, CastingUtils::FImplicitCastParams{Conversion, NewTerm, Node});
}
}
else
{
CompilerContext.MessageLog.Error(*LOCTEXT("NoVariableOrValueNets_Error", "Expected Variable and Value pins to have valid connections in @@").ToString(), Node);
}
}
virtual void Compile(FKismetFunctionContext& Context, UEdGraphNode* Node) override
{
using namespace UE::KismetCompiler;
UEdGraphPin* VariablePin = Node->FindPin(TEXT("Variable"));
UEdGraphPin* ValuePin = Node->FindPin(TEXT("Value"));
check(VariablePin);
check(VariablePin->LinkedTo.Num() == 1);
check(ValuePin);
InnerAssignment(Context, Node, VariablePin, ValuePin);
// Generate the output impulse from this node
GenerateSimpleThenGoto(Context, *Node);
// The assignment node is very much a non-standard node: its pins don't directly reference any data, but their nets do.
// The only cast that could happen is from the value pin's net to the variable's pin net, which we handle in RegisterNets.
// Due to how RegisterImplicitCasts works, it can actually register an erroneous entry to the value pin,
// which we need to remove ourselves.
CastingUtils::RemoveRegisteredImplicitCast(Context, ValuePin);
}
protected:
virtual bool UsesVariablePinAsKey() const override { return true; }
};
FName UK2Node_AssignmentStatement::VariablePinName(TEXT("Variable"));
FName UK2Node_AssignmentStatement::ValuePinName(TEXT("Value"));
UK2Node_AssignmentStatement::UK2Node_AssignmentStatement(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UK2Node_AssignmentStatement::AllocateDefaultPins()
{
CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_Execute);
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_Then);
UEdGraphPin* VariablePin = CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Wildcard, VariablePinName);
UEdGraphPin* ValuePin = CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Wildcard, ValuePinName);
Super::AllocateDefaultPins();
}
FText UK2Node_AssignmentStatement::GetTooltipText() const
{
return LOCTEXT("AssignmentStatementTooltip", "Assigns Value to Variable");
}
FText UK2Node_AssignmentStatement::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("Assign", "Assign");
}
bool UK2Node_AssignmentStatement::IsCompatibleWithGraph(const UEdGraph* TargetGraph) const
{
bool bIsCompatible = Super::IsCompatibleWithGraph(TargetGraph);
if (bIsCompatible)
{
const EGraphType GraphType = TargetGraph->GetSchema()->GetGraphType(TargetGraph);
bIsCompatible = (GraphType == GT_Macro);
}
return bIsCompatible;
}
bool UK2Node_AssignmentStatement::CanPasteHere(const UEdGraph* TargetGraph) const
{
// These nodes can be pasted anywhere that UK2Node's are compatible with the graph
// Avoiding the call to IsCompatibleWithGraph because these nodes should normally only
// be placed in Macros, but it's nice to be able to paste Macro functionality anywhere.
return Super::IsCompatibleWithGraph(TargetGraph);
}
void UK2Node_AssignmentStatement::NotifyPinConnectionListChanged(UEdGraphPin* Pin)
{
Super::NotifyPinConnectionListChanged(Pin);
UEdGraphPin* VariablePin = FindPin(TEXT("Variable"));
UEdGraphPin* ValuePin = FindPin(TEXT("Value"));
if ((VariablePin->LinkedTo.Num() == 0) && (ValuePin->LinkedTo.Num() == 0))
{
// Restore the wildcard status
VariablePin->PinType.PinCategory = UEdGraphSchema_K2::PC_Wildcard;
VariablePin->PinType.PinSubCategory = TEXT("");
VariablePin->PinType.PinSubCategoryObject = NULL;
ValuePin->PinType.PinCategory = UEdGraphSchema_K2::PC_Wildcard;
ValuePin->PinType.PinSubCategory = TEXT("");
ValuePin->PinType.PinSubCategoryObject = NULL;
}
else if (Pin->LinkedTo.Num() > 0 &&
( Pin->LinkedTo[0]->PinType.PinCategory != UEdGraphSchema_K2::PC_Wildcard ||
Pin->LinkedTo[0]->PinType.PinCategory == Pin->PinType.PinCategory) )
{
Pin->PinType = Pin->LinkedTo[0]->PinType;
// Enforce the type on the other pin
if (VariablePin == Pin)
{
ValuePin->PinType = VariablePin->PinType;
UEdGraphSchema_K2::ValidateExistingConnections(ValuePin);
}
else
{
VariablePin->PinType = ValuePin->PinType;
UEdGraphSchema_K2::ValidateExistingConnections(VariablePin);
}
}
}
void UK2Node_AssignmentStatement::PostReconstructNode()
{
UEdGraphPin* VariablePin = FindPin(TEXT("Variable"));
UEdGraphPin* ValuePin = FindPin(TEXT("Value"));
PinConnectionListChanged(VariablePin);
PinConnectionListChanged(ValuePin);
Super::PostReconstructNode();
}
UEdGraphPin* UK2Node_AssignmentStatement::GetVariablePin() const
{
UEdGraphPin* Pin = FindPin(VariablePinName);
check(Pin != NULL);
return Pin;
}
UEdGraphPin* UK2Node_AssignmentStatement::GetValuePin() const
{
UEdGraphPin* Pin = FindPin(ValuePinName);
check(Pin != NULL);
return Pin;
}
FNodeHandlingFunctor* UK2Node_AssignmentStatement::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
{
return new FKCHandler_AssignmentStatement(CompilerContext);
}
void UK2Node_AssignmentStatement::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);
}
}
FText UK2Node_AssignmentStatement::GetMenuCategory() const
{
return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Macro);
}
#undef LOCTEXT_NAMESPACE