123 lines
5.1 KiB
C++
123 lines
5.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "K2Node_GetInputVectorAxisValue.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/EdGraphNode.h"
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#include "Engine/DynamicBlueprintBinding.h"
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#include "Engine/InputAxisKeyDelegateBinding.h"
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#include "Engine/InputVectorAxisDelegateBinding.h"
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#include "GameFramework/Actor.h"
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#include "HAL/Platform.h"
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#include "HAL/PlatformCrt.h"
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#include "Internationalization/Internationalization.h"
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#include "K2Node_CallFunction.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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UK2Node_GetInputVectorAxisValue::UK2Node_GetInputVectorAxisValue(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_GetInputVectorAxisValue::Initialize(const FKey AxisKey)
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{
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InputAxisKey = AxisKey;
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SetFromFunction(AActor::StaticClass()->FindFunctionByName(GET_FUNCTION_NAME_CHECKED(AActor, GetInputVectorAxisValue)));
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}
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FText UK2Node_GetInputVectorAxisValue::GetTooltipText() const
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("AxisKey"), InputAxisKey.GetDisplayName());
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return FText::Format(NSLOCTEXT("K2Node", "GetInputVectorAxis_Tooltip", "Returns the current value of input axis key {AxisKey}. If input is disabled for the actor the value will be (0, 0, 0)."), Args);
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}
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void UK2Node_GetInputVectorAxisValue::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
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{
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// Skip GetInputKeyAxisValue validation
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UK2Node_CallFunction::ValidateNodeDuringCompilation(MessageLog);
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if (!InputAxisKey.IsValid())
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{
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MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Invalid_GetInputVectorAxis_Warning", "GetInputVectorAxis Value specifies invalid FKey'{0}' for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this);
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}
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else if (!InputAxisKey.IsAxis2D() && !InputAxisKey.IsAxis3D())
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{
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MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotAxis_GetInputVectorAxis_Warning", "GetInputVectorAxis Value specifies FKey'{0}' which is not a vector axis for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this);
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}
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else if (InputAxisKey.IsDeprecated())
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{
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MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Deprecated_GetInputVectorAxis_Warning", "GetInputVectorAxis Value specifies FKey'{0}' which has been deprecated for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this);
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}
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else if (!InputAxisKey.IsBindableInBlueprints())
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{
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MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotBindanble_GetInputVectorAxis_Warning", "GetInputVectorAxis Value specifies FKey'{0}' that is not blueprint bindable for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this);
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}
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}
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UClass* UK2Node_GetInputVectorAxisValue::GetDynamicBindingClass() const
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{
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return UInputVectorAxisDelegateBinding::StaticClass();
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}
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void UK2Node_GetInputVectorAxisValue::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
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{
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UInputVectorAxisDelegateBinding* InputVectorAxisBindingObject = CastChecked<UInputVectorAxisDelegateBinding>(BindingObject);
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FBlueprintInputAxisKeyDelegateBinding Binding;
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Binding.AxisKey = InputAxisKey;
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Binding.bConsumeInput = bConsumeInput;
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Binding.bExecuteWhenPaused = bExecuteWhenPaused;
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InputVectorAxisBindingObject->InputAxisKeyDelegateBindings.Add(Binding);
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}
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void UK2Node_GetInputVectorAxisValue::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
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{
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TArray<FKey> AllKeys;
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EKeys::GetAllKeys(AllKeys);
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auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FKey Key)
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{
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UK2Node_GetInputVectorAxisValue* InputNode = CastChecked<UK2Node_GetInputVectorAxisValue>(NewNode);
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InputNode->Initialize(Key);
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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 (and
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// iterating over keys), first check to make sure that the registrar is
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// looking for actions of this type (could be regenerating actions for a
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// specific asset, and therefore the registrar would only accept actions
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// corresponding to that asset)
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if (ActionRegistrar.IsOpenForRegistration(ActionKey))
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{
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for (const FKey& Key : AllKeys)
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{
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if (!Key.IsBindableInBlueprints() || !(InputAxisKey.IsAxis2D() || InputAxisKey.IsAxis3D()))
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{
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continue;
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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->DefaultMenuSignature.MenuName = FText::Format(NSLOCTEXT("K2Node_GetInputVectorAxisValue", "MenuName", "Get {0}"), Key.GetDisplayName());
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NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeInputNodeLambda, Key);
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ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
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}
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}
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}
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