209 lines
7.7 KiB
C++
209 lines
7.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "K2Node_InputAxisKeyEvent.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 "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 "EditorCategoryUtils.h"
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#include "Engine/Blueprint.h"
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#include "Engine/DynamicBlueprintBinding.h"
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#include "Engine/InputAxisKeyDelegateBinding.h"
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#include "Engine/MemberReference.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 "Serialization/Archive.h"
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#include "Styling/AppStyle.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/NameTypes.h"
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#include "UObject/ObjectVersion.h"
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struct FLinearColor;
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#define LOCTEXT_NAMESPACE "UK2Node_InputAxisKeyEvent"
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UK2Node_InputAxisKeyEvent::UK2Node_InputAxisKeyEvent(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_InputAxisKeyEvent::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(FName(TEXT("InputAxisHandlerDynamicSignature__DelegateSignature")));
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}
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}
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}
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void UK2Node_InputAxisKeyEvent::Initialize(const FKey InAxisKey)
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{
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AxisKey = InAxisKey;
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CustomFunctionName = FName(*FString::Printf(TEXT("InpAxisKeyEvt_%s_%s"), *AxisKey.ToString(), *GetName()));
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}
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FText UK2Node_InputAxisKeyEvent::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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return AxisKey.GetDisplayName();
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}
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FText UK2Node_InputAxisKeyEvent::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", "InputAxisKey_Tooltip", "Event that provides the current value of the {0} axis once per frame when input is enabled for the containing actor."), AxisKey.GetDisplayName()), this);
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}
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return CachedTooltip;
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}
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void UK2Node_InputAxisKeyEvent::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
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{
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Super::ValidateNodeDuringCompilation(MessageLog);
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if (!AxisKey.IsValid())
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{
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MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Invalid_InputAxisKey_Warning", "InputAxisKey Event specifies invalid FKey'{0}' for @@"), FText::FromString(AxisKey.ToString())).ToString(), this);
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}
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else if (!AxisKey.IsAxis1D())
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{
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MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotAxis_InputAxisKey_Warning", "InputAxisKey Event specifies FKey'{0}' which is not a float axis for @@"), FText::FromString(AxisKey.ToString())).ToString(), this);
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}
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else if (AxisKey.IsDeprecated())
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{
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MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Deprecated_InputAxisKey_Warning", "InputAxisKey Event specifies FKey'{0}' which has been deprecated for @@"), FText::FromString(AxisKey.ToString())).ToString(), this);
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}
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else if (!AxisKey.IsBindableInBlueprints())
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{
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MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotBindable_InputAxisKey_Warning", "InputAxisKey Event specifies FKey'{0}' that is not blueprint bindable for @@"), FText::FromString(AxisKey.ToString())).ToString(), this);
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}
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}
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UClass* UK2Node_InputAxisKeyEvent::GetDynamicBindingClass() const
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{
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return UInputAxisKeyDelegateBinding::StaticClass();
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}
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FSlateIcon UK2Node_InputAxisKeyEvent::GetIconAndTint(FLinearColor& OutColor) const
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{
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return FSlateIcon(FAppStyle::GetAppStyleSetName(), EKeys::GetMenuCategoryPaletteIcon(AxisKey.GetMenuCategory()));
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}
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void UK2Node_InputAxisKeyEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
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{
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UInputAxisKeyDelegateBinding* InputAxisKeyBindingObject = CastChecked<UInputAxisKeyDelegateBinding>(BindingObject);
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FBlueprintInputAxisKeyDelegateBinding Binding;
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Binding.AxisKey = AxisKey;
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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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InputAxisKeyBindingObject->InputAxisKeyDelegateBindings.Add(Binding);
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}
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bool UK2Node_InputAxisKeyEvent::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 != nullptr)
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{
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bIsCompatible = Blueprint && Blueprint->SupportsInputEvents();
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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) ? K2Schema->IsConstructionScript(TargetGraph) : false;
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bIsCompatible &= !bIsConstructionScript;
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return bIsCompatible && Super::IsCompatibleWithGraph(TargetGraph);
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}
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void UK2Node_InputAxisKeyEvent::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_InputAxisKeyEvent* InputNode = CastChecked<UK2Node_InputAxisKeyEvent>(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() || !Key.IsAxis1D())
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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->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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FText UK2Node_InputAxisKeyEvent::GetMenuCategory() const
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{
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static TMap<FName, FNodeTextCache> CachedCategories;
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const FName KeyCategory = AxisKey.GetMenuCategory();
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const FText SubCategoryDisplayName = FText::Format(LOCTEXT("EventsCategory", "{0} Events"), EKeys::GetMenuCategoryDisplayName(KeyCategory));
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FNodeTextCache& NodeTextCache = CachedCategories.FindOrAdd(KeyCategory);
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if (NodeTextCache.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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NodeTextCache.SetCachedText(FEditorCategoryUtils::BuildCategoryString(FCommonEditorCategory::Input, SubCategoryDisplayName), this);
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}
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return NodeTextCache;
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}
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FBlueprintNodeSignature UK2Node_InputAxisKeyEvent::GetSignature() const
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{
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FBlueprintNodeSignature NodeSignature = Super::GetSignature();
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NodeSignature.AddKeyValue(AxisKey.ToString());
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return NodeSignature;
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}
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#undef LOCTEXT_NAMESPACE
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