233 lines
7.9 KiB
C++
233 lines
7.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "K2Node_InputAxisEvent.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 "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 "Engine/MemberReference.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 "KismetCompiler.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 "Serialization/Archive.h"
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#include "Templates/Casts.h"
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#include "Templates/SubclassOf.h"
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#include "UObject/Class.h"
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#include "UObject/ObjectVersion.h"
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#include "Blueprint/UserWidget.h"
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#define LOCTEXT_NAMESPACE "K2Node_InputAxisEvent"
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UK2Node_InputAxisEvent::UK2Node_InputAxisEvent(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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bConsumeInput = true;
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bOverrideParentBinding = true;
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bInternalEvent = true;
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EventReference.SetExternalDelegateMember(FName(TEXT("InputAxisHandlerDynamicSignature__DelegateSignature")));
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}
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void UK2Node_InputAxisEvent::Serialize(FArchive& Ar)
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{
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Super::Serialize(Ar);
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if(Ar.IsLoading())
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{
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if(Ar.UEVer() < VER_UE4_K2NODE_EVENT_MEMBER_REFERENCE && EventSignatureName_DEPRECATED.IsNone() && EventSignatureClass_DEPRECATED == nullptr)
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{
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EventReference.SetExternalDelegateMember(TEXT("InputAxisHandlerDynamicSignature__DelegateSignature"));
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}
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}
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}
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void UK2Node_InputAxisEvent::PostLoad()
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{
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Super::PostLoad();
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if (GetLinkerUEVersion() < VER_UE4_BLUEPRINT_INPUT_BINDING_OVERRIDES)
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{
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// Don't change existing behaviors
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bOverrideParentBinding = false;
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}
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}
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void UK2Node_InputAxisEvent::Initialize(const FName AxisName)
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{
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InputAxisName = AxisName;
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CustomFunctionName = FName( *FString::Printf(TEXT("InpAxisEvt_%s_%s"), *InputAxisName.ToString(), *GetName()));
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}
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FText UK2Node_InputAxisEvent::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", "InputAxis_Name", "InputAxis {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_InputAxisEvent::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", "InputAxis_Tooltip", "Event that provides the current value of the {0} axis once per frame when input is enabled for the containing actor."), FText::FromName(InputAxisName)), this);
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}
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return CachedTooltip;
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}
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void UK2Node_InputAxisEvent::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", "MissingInputAxisEvent_WarningFmt", "Input Axis Event 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_InputAxisEvent::GetDynamicBindingClass() const
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{
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return UInputAxisDelegateBinding::StaticClass();
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}
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void UK2Node_InputAxisEvent::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 = bOverrideParentBinding;
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Binding.FunctionNameToBind = CustomFunctionName;
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InputAxisBindingObject->InputAxisDelegateBindings.Add(Binding);
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}
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bool UK2Node_InputAxisEvent::IsCompatibleWithGraph(const UEdGraph* TargetGraph) const
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{
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// By default, to be safe, we don't allow events to be pasted, except under special circumstances (see below)
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bool bIsCompatible = false;
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// Find the Blueprint that owns the target graph
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UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(TargetGraph);
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if (Blueprint && Blueprint->SkeletonGeneratedClass)
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{
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UEdGraphSchema_K2 const* K2Schema = Cast<UEdGraphSchema_K2>(TargetGraph->GetSchema());
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bool const bIsConstructionScript = (K2Schema != nullptr) ? UEdGraphSchema_K2::IsConstructionScript(TargetGraph) : false;
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bIsCompatible = Blueprint && Blueprint->SupportsInputEvents() && !bIsConstructionScript;
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}
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return bIsCompatible && Super::IsCompatibleWithGraph(TargetGraph);
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}
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void UK2Node_InputAxisEvent::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_InputAxisEvent* InputNode = CastChecked<UK2Node_InputAxisEvent>(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_InputAxisEvent::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 Events")), this);
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}
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return CachedCategory;
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}
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FBlueprintNodeSignature UK2Node_InputAxisEvent::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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void UK2Node_InputAxisEvent::ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
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{
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Super::ExpandNode(CompilerContext, SourceGraph);
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// Widget blueprints require the bAutomaticallyRegisterInputOnConstruction to be set to true in order to receive callbacks
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CompilerContext.AddPostCDOCompiledStep([](const UObject::FPostCDOCompiledContext& Context, UObject* NewCDO)
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{
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if (UUserWidget* Widget = Cast<UUserWidget>(NewCDO))
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{
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Widget->bAutomaticallyRegisterInputOnConstruction = true;
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}
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});
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}
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#undef LOCTEXT_NAMESPACE
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