186 lines
6.4 KiB
C++
186 lines
6.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "K2Node_GetInputAxisValue.h"
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#include "BlueprintActionDatabase.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/UnrealString.h"
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#include "Delegates/Delegate.h"
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#include "EdGraph/EdGraph.h"
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#include "EdGraph/EdGraphPin.h"
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#include "EdGraphSchema_K2.h"
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#include "Editor.h"
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#include "EditorCategoryUtils.h"
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#include "Engine/Blueprint.h"
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#include "Engine/DynamicBlueprintBinding.h"
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#include "Engine/InputAxisDelegateBinding.h"
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#include "GameFramework/Actor.h"
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#include "GameFramework/InputSettings.h"
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#include "HAL/PlatformCrt.h"
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#include "Internationalization/Internationalization.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#include "Kismet2/CompilerResultsLog.h"
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#include "Misc/AssertionMacros.h"
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#include "Templates/Casts.h"
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#include "UObject/Class.h"
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#define LOCTEXT_NAMESPACE "K2Node_GetInputAxisValue"
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UK2Node_GetInputAxisValue::UK2Node_GetInputAxisValue(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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bConsumeInput = true;
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}
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void UK2Node_GetInputAxisValue::AllocateDefaultPins()
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{
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Super::AllocateDefaultPins();
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UEdGraphPin* InputAxisNamePin = FindPinChecked(TEXT("InputAxisName"));
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InputAxisNamePin->DefaultValue = InputAxisName.ToString();
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}
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void UK2Node_GetInputAxisValue::Initialize(const FName AxisName)
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{
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InputAxisName = AxisName;
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SetFromFunction(AActor::StaticClass()->FindFunctionByName(GET_FUNCTION_NAME_CHECKED(AActor, GetInputAxisValue)));
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}
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FText UK2Node_GetInputAxisValue::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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if (TitleType == ENodeTitleType::MenuTitle)
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{
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return FText::FromName(InputAxisName);
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}
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else if (CachedNodeTitle.IsOutOfDate(this))
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("InputAxisName"), FText::FromName(InputAxisName));
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FText LocFormat = NSLOCTEXT("K2Node", "GetInputAxis_Name", "Get {InputAxisName}");
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// FText::Format() is slow, so we cache this to save on performance
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CachedNodeTitle.SetCachedText(FText::Format(LocFormat, Args), this);
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}
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return CachedNodeTitle;
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}
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FText UK2Node_GetInputAxisValue::GetTooltipText() const
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{
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if (CachedTooltip.IsOutOfDate(this))
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{
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// FText::Format() is slow, so we cache this to save on performance
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CachedTooltip.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "GetInputAxis_Tooltip", "Returns the current value of input axis {0}. If input is disabled for the actor the value will be 0."), FText::FromName(InputAxisName)), this);
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}
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return CachedTooltip;
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}
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bool UK2Node_GetInputAxisValue::IsCompatibleWithGraph(UEdGraph const* Graph) const
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{
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UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(Graph);
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UEdGraphSchema_K2 const* K2Schema = Cast<UEdGraphSchema_K2>(Graph->GetSchema());
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bool const bIsConstructionScript = (K2Schema != nullptr) ? K2Schema->IsConstructionScript(Graph) : false;
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return (Blueprint != nullptr) && Blueprint->SupportsInputEvents() && !bIsConstructionScript && Super::IsCompatibleWithGraph(Graph);
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}
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void UK2Node_GetInputAxisValue::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
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{
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Super::ValidateNodeDuringCompilation(MessageLog);
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TArray<FName> AxisNames;
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GetDefault<UInputSettings>()->GetAxisNames(AxisNames);
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if (!AxisNames.Contains(InputAxisName))
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{
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MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "MissingInputAxis_WarningFmt", "Get Input Axis references unknown Axis '{0}' for @@"), FText::FromString(InputAxisName.ToString())).ToString(), this);
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}
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}
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UClass* UK2Node_GetInputAxisValue::GetDynamicBindingClass() const
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{
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return UInputAxisDelegateBinding::StaticClass();
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}
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void UK2Node_GetInputAxisValue::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
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{
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UInputAxisDelegateBinding* InputAxisBindingObject = CastChecked<UInputAxisDelegateBinding>(BindingObject);
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FBlueprintInputAxisDelegateBinding Binding;
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Binding.InputAxisName = InputAxisName;
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Binding.bConsumeInput = bConsumeInput;
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Binding.bExecuteWhenPaused = bExecuteWhenPaused;
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Binding.bOverrideParentBinding = false;
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InputAxisBindingObject->InputAxisDelegateBindings.Add(Binding);
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}
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void UK2Node_GetInputAxisValue::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
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{
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TArray<FName> AxisNames;
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GetDefault<UInputSettings>()->GetAxisNames(AxisNames);
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auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FName AxisName)
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{
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UK2Node_GetInputAxisValue* InputNode = CastChecked<UK2Node_GetInputAxisValue>(NewNode);
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InputNode->Initialize(AxisName);
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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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auto RefreshClassActions = []()
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{
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FBlueprintActionDatabase::Get().RefreshClassActions(StaticClass());
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};
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static bool bRegisterOnce = true;
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if(bRegisterOnce)
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{
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bRegisterOnce = false;
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FEditorDelegates::OnActionAxisMappingsChanged.AddStatic(RefreshClassActions);
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}
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for (const FName& AxisName : AxisNames)
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{
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UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
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check(NodeSpawner != nullptr);
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NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeInputNodeLambda, AxisName);
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ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
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}
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}
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}
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FText UK2Node_GetInputAxisValue::GetMenuCategory() const
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{
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static FNodeTextCache CachedCategory;
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if (CachedCategory.IsOutOfDate(this))
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{
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// FText::Format() is slow, so we cache this to save on performance
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CachedCategory.SetCachedText(FEditorCategoryUtils::BuildCategoryString(FCommonEditorCategory::Input, LOCTEXT("ActionMenuCategory", "Axis Values")), this);
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}
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return CachedCategory;
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}
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FBlueprintNodeSignature UK2Node_GetInputAxisValue::GetSignature() const
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{
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FBlueprintNodeSignature NodeSignature = Super::GetSignature();
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NodeSignature.AddKeyValue(InputAxisName.ToString());
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return NodeSignature;
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}
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#undef LOCTEXT_NAMESPACE
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