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