Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Private/K2Node_DoOnceMultiInput.cpp
2025-05-18 13:04:45 +08:00

429 lines
13 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "K2Node_DoOnceMultiInput.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "BlueprintNodeSpawner.h"
#include "Containers/Array.h"
#include "Containers/EnumAsByte.h"
#include "Containers/UnrealString.h"
#include "Delegates/Delegate.h"
#include "EdGraph/EdGraph.h"
#include "EdGraphSchema_K2.h"
#include "EditorCategoryUtils.h"
#include "Framework/Commands/UIAction.h"
#include "HAL/PlatformMath.h"
#include "Internationalization/Internationalization.h"
#include "K2Node_AssignmentStatement.h"
#include "K2Node_IfThenElse.h"
#include "K2Node_TemporaryVariable.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "Kismet2/CompilerResultsLog.h"
#include "KismetCompiler.h"
#include "Misc/AssertionMacros.h"
#include "ScopedTransaction.h"
#include "Templates/Casts.h"
#include "Templates/SubclassOf.h"
#include "Textures/SlateIcon.h"
#include "ToolMenu.h"
#include "ToolMenuSection.h"
#include "UObject/Class.h"
#include "UObject/NameTypes.h"
#include "UObject/UnrealNames.h"
#define LOCTEXT_NAMESPACE "K2Node"
UK2Node::ERedirectType UK2Node_DoOnceMultiInput::DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const
{
// Temp work around: remove whitespaces from pin names before doing string comparison.
FString NewName = NewPin->PinName.ToString();
FString OldName = OldPin->PinName.ToString();
NewName.ReplaceInline(TEXT(" "), TEXT(""));
OldName.ReplaceInline(TEXT(" "), TEXT(""));
if (NewName == OldName)
{
// Make sure we're not dealing with a menu node
UEdGraph* OuterGraph = GetGraph();
if (OuterGraph && OuterGraph->Schema)
{
const UEdGraphSchema_K2* K2Schema = Cast<const UEdGraphSchema_K2>(GetSchema());
if (!K2Schema || K2Schema->IsSelfPin(*NewPin) || K2Schema->ArePinTypesCompatible(OldPin->PinType, NewPin->PinType))
{
return ERedirectType_Name;
}
}
}
return Super::DoPinsMatchForReconstruction(NewPin, NewPinIndex, OldPin, OldPinIndex);
}
FText UK2Node_DoOnceMultiInput::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("DoOnceMultiInput", "DoOnce MultiInput");
}
FText UK2Node_DoOnceMultiInput::GetNameForPin(int32 PinIndex, bool In)
{
check(PinIndex < GetMaxInputPinsNum());
FString Name;
Name.AppendChar(TCHAR('A') + static_cast<TCHAR>(PinIndex));
FFormatNamedArguments Args;
Args.Add(TEXT("Identifier"), FText::FromString(Name));
Args.Add(TEXT("Direction"), In ? LOCTEXT("DoOnceMultiIn", "In") : LOCTEXT("DoOnceMultiOut", "Out"));
return FText::Format(LOCTEXT("DoOnceMultiInputPinName", "{Identifier} {Direction}"), Args);
}
UK2Node_DoOnceMultiInput::UK2Node_DoOnceMultiInput(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
NumAdditionalInputs = 0;
}
UEdGraphPin* UK2Node_DoOnceMultiInput::FindOutPin() const
{
for(int32 PinIdx=0; PinIdx<Pins.Num(); PinIdx++)
{
if(EEdGraphPinDirection::EGPD_Output == Pins[PinIdx]->Direction)
{
return Pins[PinIdx];
}
}
return NULL;
}
UEdGraphPin* UK2Node_DoOnceMultiInput::FindSelfPin() const
{
for (UEdGraphPin* Pin : Pins)
{
if (Pin->PinName == UEdGraphSchema_K2::PN_Self)
{
return Pin;
}
}
return nullptr;
}
bool UK2Node_DoOnceMultiInput::CanAddPin() const
{
return (NumAdditionalInputs < GetMaxInputPinsNum());
}
bool UK2Node_DoOnceMultiInput::CanRemovePin(const UEdGraphPin* Pin) const
{
return (
Pin &&
NumAdditionalInputs &&
(INDEX_NONE != Pins.IndexOfByKey(Pin)) &&
(EEdGraphPinDirection::EGPD_Input == Pin->Direction)
);
}
UEdGraphPin* UK2Node_DoOnceMultiInput::GetInputPin(int32 InputPinIndex)
{
const UEdGraphPin* SelfPin = FindSelfPin();
int32 CurrentInputIndex = 0;
for(int32 PinIdx=0; PinIdx<Pins.Num(); PinIdx++)
{
UEdGraphPin* CurrentPin = Pins[PinIdx];
if ((CurrentPin != SelfPin) && CurrentPin->Direction == EGPD_Input)
{
if(CurrentInputIndex == InputPinIndex)
{
return CurrentPin;
}
CurrentInputIndex++;
}
}
return NULL;
}
UEdGraphPin* UK2Node_DoOnceMultiInput::GetOutputPin(int32 InputPinIndex)
{
const UEdGraphPin* SelfPin = FindSelfPin();
int32 CurrentInputIndex = 0;
for (int32 PinIdx = 0; PinIdx<Pins.Num(); PinIdx++)
{
UEdGraphPin* CurrentPin = Pins[PinIdx];
if ((CurrentPin != SelfPin) && CurrentPin->Direction == EGPD_Output)
{
if (CurrentInputIndex == InputPinIndex)
{
return CurrentPin;
}
CurrentInputIndex++;
}
}
return NULL;
}
FEdGraphPinType UK2Node_DoOnceMultiInput::GetInType() const
{
for (int32 PinIt = 0; PinIt < Pins.Num(); PinIt++)
{
if (Pins[PinIt] != FindSelfPin())
{
return Pins[PinIt]->PinType;
}
}
return FEdGraphPinType();
}
FEdGraphPinType UK2Node_DoOnceMultiInput::GetOutType() const
{
for (int32 PinIt = 0; PinIt < Pins.Num(); PinIt++)
{
if (Pins[PinIt] != FindOutPin())
{
return Pins[PinIt]->PinType;
}
}
return FEdGraphPinType();
}
void UK2Node_DoOnceMultiInput::AllocateDefaultPins()
{
Super::AllocateDefaultPins();
FText InputPinAName = GetNameForPin(0, true);
UEdGraphPin* InputPinA = CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Exec, NAME_None, nullptr, *InputPinAName.BuildSourceString());
InputPinA->PinFriendlyName = InputPinAName;
FText OutputPinAName = GetNameForPin(0, false);
UEdGraphPin* OutputPinA = CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, NAME_None, nullptr, *OutputPinAName.BuildSourceString());
OutputPinA->PinFriendlyName = OutputPinAName;
UEdGraphPin* DoOnceResetIn = CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Exec, NAME_None, nullptr, TEXT("Reset In"));
DoOnceResetIn->PinFriendlyName = LOCTEXT("DoOnceResetIn", "Reset In");
UEdGraphPin* DoOnceResetOut = CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, NAME_None, nullptr, TEXT("Reset Out"));
DoOnceResetOut->PinFriendlyName = LOCTEXT("DoOnceResetOut", "Reset Out");
for (int32 i = 0; i < NumAdditionalInputs; ++i)
{
AddPinsInner(i+1);
}
}
void UK2Node_DoOnceMultiInput::AddPinsInner(int32 AdditionalPinIndex)
{
{
const FEdGraphPinType InputType = GetInType();
FText InputPinName = GetNameForPin(AdditionalPinIndex, true);
UEdGraphPin* InputPin = CreatePin(EGPD_Input, InputType, *InputPinName.BuildSourceString());
InputPin->PinFriendlyName = InputPinName;
}
{
const FEdGraphPinType OutputType = GetOutType();
FText OutputPinName = GetNameForPin(AdditionalPinIndex, false);
UEdGraphPin* OutputPin = CreatePin(EGPD_Output, OutputType, *OutputPinName.BuildSourceString());
OutputPin->PinFriendlyName = OutputPinName;
}
}
void UK2Node_DoOnceMultiInput::AddInputPin()
{
if(CanAddPin())
{
FScopedTransaction Transaction( LOCTEXT("AddPinTx", "AddPin") );
Modify();
AddPinsInner(NumAdditionalInputs + NumBaseInputs);
++NumAdditionalInputs;
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
}
}
void UK2Node_DoOnceMultiInput::RemoveInputPin(UEdGraphPin* Pin)
{
if(CanRemovePin(Pin))
{
FScopedTransaction Transaction( LOCTEXT("RemovePinTx", "RemovePin") );
Modify();
int32 PinRemovalIndex = INDEX_NONE;
if (Pins.Find(Pin, /*out*/ PinRemovalIndex))
{
Pins.RemoveAt(PinRemovalIndex);
Pin->MarkAsGarbage();
--NumAdditionalInputs;
int32 NameIndex = 0;
const UEdGraphPin* OutPin = FindOutPin();
const UEdGraphPin* SelfPin = FindSelfPin();
for (int32 PinIndex = 0; PinIndex < Pins.Num(); ++PinIndex)
{
UEdGraphPin* LocalPin = Pins[PinIndex];
if(LocalPin && (LocalPin != OutPin) && (LocalPin != SelfPin))
{
const FName PinName = *GetNameForPin(NameIndex + NumBaseInputs, true).BuildSourceString(); // FIXME
if(PinName != LocalPin->PinName)
{
LocalPin->Modify();
LocalPin->PinName = PinName;
}
NameIndex++;
}
}
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
}
}
}
void UK2Node_DoOnceMultiInput::GetNodeContextMenuActions(UToolMenu* Menu, UGraphNodeContextMenuContext* Context) const
{
Super::GetNodeContextMenuActions(Menu, Context);
if (!Context->bIsDebugging)
{
static FName CommutativeAssociativeBinaryOperatorNodeName = FName("CommutativeAssociativeBinaryOperatorNode");
FText CommutativeAssociativeBinaryOperatorStr = LOCTEXT("CommutativeAssociativeBinaryOperatorNode", "Operator Node");
if (Context->Pin != NULL)
{
if(CanRemovePin(Context->Pin))
{
FToolMenuSection& Section = Menu->AddSection(CommutativeAssociativeBinaryOperatorNodeName, CommutativeAssociativeBinaryOperatorStr);
Section.AddMenuEntry(
"RemovePin",
LOCTEXT("RemovePin", "Remove pin"),
LOCTEXT("RemovePinTooltip", "Remove this input pin"),
FSlateIcon(),
FUIAction(
FExecuteAction::CreateUObject(const_cast<UK2Node_DoOnceMultiInput*>(this), &UK2Node_DoOnceMultiInput::RemoveInputPin, const_cast<UEdGraphPin*>(Context->Pin))
)
);
}
}
else if(CanAddPin())
{
FToolMenuSection& Section = Menu->AddSection(CommutativeAssociativeBinaryOperatorNodeName, CommutativeAssociativeBinaryOperatorStr);
Section.AddMenuEntry(
"AddPin",
LOCTEXT("AddPin", "Add pin"),
LOCTEXT("AddPinTooltip", "Add another input pin"),
FSlateIcon(),
FUIAction(
FExecuteAction::CreateUObject(const_cast<UK2Node_DoOnceMultiInput*>(this), &UK2Node_DoOnceMultiInput::AddInputPin)
)
);
}
}
}
void UK2Node_DoOnceMultiInput::ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
Super::ExpandNode(CompilerContext, SourceGraph);
const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
/////////////////////////////
// Temporary Variable node
/////////////////////////////
// Create the node
UK2Node_TemporaryVariable* TempVarNode = SourceGraph->CreateIntermediateNode<UK2Node_TemporaryVariable>();
TempVarNode->VariableType.PinCategory = UEdGraphSchema_K2::PC_Boolean;
TempVarNode->AllocateDefaultPins();
CompilerContext.MessageLog.NotifyIntermediateObjectCreation(TempVarNode, this);
// Give a reference of the variable node to the multi gate node
DataNode = TempVarNode;
// Create the conditional node we're replacing the enum node for
for (int32 idx = 0; idx < NumBaseInputs + NumAdditionalInputs + 1 /*ResetPin*/; ++idx)
{
UEdGraphPin* ExecPin = GetInputPin(idx);
UEdGraphPin* ThenPin = GetOutputPin(idx);
check(ExecPin);
check(ThenPin);
// AssignmentNode
UK2Node_AssignmentStatement* AssignmentNode = SourceGraph->CreateIntermediateNode<UK2Node_AssignmentStatement>();
AssignmentNode->AllocateDefaultPins();
CompilerContext.MessageLog.NotifyIntermediateObjectCreation(AssignmentNode, this);
AssignmentNode->GetVariablePin()->PinType = TempVarNode->GetVariablePin()->PinType;
AssignmentNode->GetVariablePin()->MakeLinkTo(TempVarNode->GetVariablePin());
AssignmentNode->GetValuePin()->PinType = TempVarNode->GetVariablePin()->PinType;
if (!ExecPin->PinName.ToString().Contains(TEXT("Reset"))) // Fixme this wont work for localization
{
// BranchNode
UK2Node_IfThenElse* BranchNode = SourceGraph->CreateIntermediateNode<UK2Node_IfThenElse>();
BranchNode->AllocateDefaultPins();
CompilerContext.MessageLog.NotifyIntermediateObjectCreation(BranchNode, this);
// -------------------------------------------------
// Coerce the wildcards pin types (set the default of the value to 0)
AssignmentNode->GetValuePin()->DefaultValue = TEXT("1");
// -------------------------------------------------
// Link Tempvariable with the branch condtional
Schema->TryCreateConnection(TempVarNode->GetVariablePin(), BranchNode->GetConditionPin());
// Link our input exec pin into the branch node
CompilerContext.MovePinLinksToIntermediate(*ExecPin, *BranchNode->GetExecPin());
// link branch else (false) to assigment node (set temp variable to true)
Schema->TryCreateConnection(BranchNode->GetElsePin(), AssignmentNode->GetExecPin());
// link set temp variable node to our ouput then pin
CompilerContext.MovePinLinksToIntermediate(*ThenPin, *AssignmentNode->GetThenPin());
}
else
{
// Coerce the wildcards pin types (set the default of the value to 1)
AssignmentNode->GetValuePin()->DefaultValue = TEXT("0");
// -------------------------------------------------
// Link our input exec pin into the branch node
CompilerContext.MovePinLinksToIntermediate(*ExecPin, *AssignmentNode->GetExecPin());
// link set temp variable node to our ouput then pin
CompilerContext.MovePinLinksToIntermediate(*ThenPin, *AssignmentNode->GetThenPin());
}
}
// Break all links to the Select node so it goes away for at scheduling time
BreakAllNodeLinks();
}
void UK2Node_DoOnceMultiInput::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_DoOnceMultiInput::GetMenuCategory() const
{
return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::FlowControl);
}
#undef LOCTEXT_NAMESPACE