302 lines
12 KiB
C++
302 lines
12 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "K2Node_InputTouch.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/EnumAsByte.h"
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#include "Containers/UnrealString.h"
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#include "EdGraph/EdGraph.h"
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#include "EdGraph/EdGraphPin.h"
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#include "EdGraph/EdGraphSchema.h"
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#include "EdGraphSchema_K2.h"
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#include "EdGraphSchema_K2_Actions.h"
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#include "EditorCategoryUtils.h"
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#include "Engine/Blueprint.h"
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#include "Engine/EngineBaseTypes.h"
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#include "Engine/MemberReference.h"
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#include "GraphEditorSettings.h"
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#include "HAL/PlatformCrt.h"
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#include "Internationalization/Internationalization.h"
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#include "K2Node_AssignmentStatement.h"
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#include "K2Node_InputTouchEvent.h"
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#include "K2Node_TemporaryVariable.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#include "KismetCompiler.h"
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#include "Math/UnrealMathSSE.h"
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#include "Misc/AssertionMacros.h"
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#include "Styling/AppStyle.h"
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#include "Templates/Casts.h"
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#include "UObject/Class.h"
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#include "UObject/NameTypes.h"
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#include "UObject/ObjectPtr.h"
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#include "UObject/ObjectVersion.h"
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#include "UObject/TopLevelAssetPath.h"
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#include "UObject/WeakObjectPtr.h"
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#include "UObject/WeakObjectPtrTemplates.h"
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#include "Blueprint/UserWidget.h"
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UK2Node_InputTouch::UK2Node_InputTouch(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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}
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void UK2Node_InputTouch::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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UEnum* UK2Node_InputTouch::GetTouchIndexEnum()
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{
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static UEnum* TouchIndexEnum = nullptr;
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if (nullptr == TouchIndexEnum)
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{
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FTopLevelAssetPath TouchIndexEnumPath(TEXT("/Script/InputCore"), TEXT("ETouchIndex"));
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TouchIndexEnum = FindObject<UEnum>(TouchIndexEnumPath);
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check(TouchIndexEnum);
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}
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return TouchIndexEnum;
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}
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void UK2Node_InputTouch::AllocateDefaultPins()
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{
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CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, TEXT("Pressed"));
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CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, TEXT("Released"));
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CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, TEXT("Moved"));
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UScriptStruct* VectorStruct = TBaseStructure<FVector>::Get();
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CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Struct, VectorStruct, TEXT("Location"));
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CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Byte, GetTouchIndexEnum(), TEXT("FingerIndex"));
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Super::AllocateDefaultPins();
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}
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FLinearColor UK2Node_InputTouch::GetNodeTitleColor() const
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{
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return GetDefault<UGraphEditorSettings>()->EventNodeTitleColor;
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}
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FText UK2Node_InputTouch::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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FText Title = NSLOCTEXT("K2Node", "InputTouch_Name", "InputTouch");
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if (TitleType == ENodeTitleType::MenuTitle)
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{
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Title = NSLOCTEXT("K2Node", "InputTouch_ListTitle", "Touch");
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}
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return Title;
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}
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FText UK2Node_InputTouch::GetTooltipText() const
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{
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return NSLOCTEXT("K2Node", "InputTouch_Tooltip", "Event for when a finger presses, releases or is moved on a touch device.");
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}
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FSlateIcon UK2Node_InputTouch::GetIconAndTint(FLinearColor& OutColor) const
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{
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static FSlateIcon Icon(FAppStyle::GetAppStyleSetName(), "GraphEditor.TouchEvent_16x");
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return Icon;
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}
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void UK2Node_InputTouch::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
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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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UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
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check(NodeSpawner != nullptr);
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ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
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}
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}
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FText UK2Node_InputTouch::GetMenuCategory() const
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{
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return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Input);
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}
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TSharedPtr<FEdGraphSchemaAction> UK2Node_InputTouch::GetEventNodeAction(const FText& ActionCategory)
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{
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TSharedPtr<FEdGraphSchemaAction_K2InputAction> EventNodeAction = MakeShareable(new FEdGraphSchemaAction_K2InputAction(ActionCategory, GetNodeTitle(ENodeTitleType::EditableTitle), GetTooltipText(), 0));
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EventNodeAction->NodeTemplate = this;
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return EventNodeAction;
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}
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bool UK2Node_InputTouch::IsCompatibleWithGraph(const UEdGraph* TargetGraph) const
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{
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// This node expands into event nodes and must be placed in a Ubergraph
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EGraphType const GraphType = TargetGraph->GetSchema()->GetGraphType(TargetGraph);
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bool bIsCompatible = (GraphType == EGraphType::GT_Ubergraph);
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if (bIsCompatible)
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{
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UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(TargetGraph);
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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 = (Blueprint != nullptr) && Blueprint->SupportsInputEvents() && !bIsConstructionScript && Super::IsCompatibleWithGraph(TargetGraph);
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}
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return bIsCompatible;
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}
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UEdGraphPin* UK2Node_InputTouch::GetPressedPin() const
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{
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return FindPin(TEXT("Pressed"));
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}
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UEdGraphPin* UK2Node_InputTouch::GetReleasedPin() const
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{
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return FindPin(TEXT("Released"));
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}
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UEdGraphPin* UK2Node_InputTouch::GetMovedPin() const
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{
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return FindPin(TEXT("Moved"));
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}
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UEdGraphPin* UK2Node_InputTouch::GetLocationPin() const
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{
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return FindPin(TEXT("Location"));
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}
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UEdGraphPin* UK2Node_InputTouch::GetFingerIndexPin() const
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{
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return FindPin(TEXT("FingerIndex"));
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}
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void UK2Node_InputTouch::ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
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{
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Super::ExpandNode(CompilerContext, SourceGraph);
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UEdGraphPin* InputTouchPressedPin = GetPressedPin();
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UEdGraphPin* InputTouchReleasedPin = GetReleasedPin();
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UEdGraphPin* InputTouchMovedPin = GetMovedPin();
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struct EventPinData
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{
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EventPinData(UEdGraphPin* InPin,TEnumAsByte<EInputEvent> InEvent ){ Pin=InPin;EventType=InEvent;};
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UEdGraphPin* Pin;
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TEnumAsByte<EInputEvent> EventType;
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};
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TArray<EventPinData> ActivePins;
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if(( InputTouchPressedPin != nullptr ) && (InputTouchPressedPin->LinkedTo.Num() > 0 ))
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{
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ActivePins.Add(EventPinData(InputTouchPressedPin,IE_Pressed));
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}
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if((InputTouchReleasedPin != nullptr) && (InputTouchReleasedPin->LinkedTo.Num() > 0 ))
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{
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ActivePins.Add(EventPinData(InputTouchReleasedPin,IE_Released));
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}
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if((InputTouchMovedPin != nullptr) && ( InputTouchMovedPin->LinkedTo.Num() > 0 ))
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{
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ActivePins.Add(EventPinData(InputTouchMovedPin,IE_Repeat));
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}
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const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
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// If more than one is linked we have to do more complicated behaviors
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if( ActivePins.Num() > 1 )
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{
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// Create a temporary variable to copy location in to
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static UScriptStruct* VectorStruct = TBaseStructure<FVector>::Get();
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UK2Node_TemporaryVariable* TouchLocationVar = CompilerContext.SpawnIntermediateNode<UK2Node_TemporaryVariable>(this, SourceGraph);
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TouchLocationVar->VariableType.PinCategory = UEdGraphSchema_K2::PC_Struct;
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TouchLocationVar->VariableType.PinSubCategoryObject = VectorStruct;
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TouchLocationVar->AllocateDefaultPins();
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// Create a temporary variable to copy finger index in to
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UK2Node_TemporaryVariable* TouchFingerVar = CompilerContext.SpawnIntermediateNode<UK2Node_TemporaryVariable>(this, SourceGraph);
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TouchFingerVar->VariableType.PinCategory = UEdGraphSchema_K2::PC_Byte;
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TouchFingerVar->VariableType.PinSubCategoryObject = UK2Node_InputTouch::GetTouchIndexEnum();
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TouchFingerVar->AllocateDefaultPins();
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for (auto PinIt = ActivePins.CreateIterator(); PinIt; ++PinIt)
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{
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UEdGraphPin *EachPin= (*PinIt).Pin;
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// Create the input touch event
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UK2Node_InputTouchEvent* InputTouchEvent = CompilerContext.SpawnIntermediateNode<UK2Node_InputTouchEvent>(this, SourceGraph);
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InputTouchEvent->CustomFunctionName = FName(*FString::Printf(TEXT("InpTchEvt_%s"), *EachPin->GetName()));
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InputTouchEvent->bConsumeInput = bConsumeInput;
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InputTouchEvent->bExecuteWhenPaused = bExecuteWhenPaused;
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InputTouchEvent->bOverrideParentBinding = bOverrideParentBinding;
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InputTouchEvent->InputKeyEvent = (*PinIt).EventType;
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InputTouchEvent->EventReference.SetExternalDelegateMember(FName(TEXT("InputTouchHandlerDynamicSignature__DelegateSignature")));
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InputTouchEvent->bInternalEvent = true;
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InputTouchEvent->AllocateDefaultPins();
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// Create assignment nodes to assign the location
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UK2Node_AssignmentStatement* TouchLocationInitialize = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(this, SourceGraph);
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TouchLocationInitialize->AllocateDefaultPins();
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Schema->TryCreateConnection(TouchLocationVar->GetVariablePin(), TouchLocationInitialize->GetVariablePin());
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Schema->TryCreateConnection(TouchLocationInitialize->GetValuePin(), InputTouchEvent->FindPinChecked(TEXT("Location")));
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// Connect the events to the assign location nodes
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Schema->TryCreateConnection(Schema->FindExecutionPin(*InputTouchEvent, EGPD_Output), TouchLocationInitialize->GetExecPin());
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// Create assignment nodes to assign the finger index
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UK2Node_AssignmentStatement* TouchFingerInitialize = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(this, SourceGraph);
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TouchFingerInitialize->AllocateDefaultPins();
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Schema->TryCreateConnection(TouchFingerVar->GetVariablePin(), TouchFingerInitialize->GetVariablePin());
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Schema->TryCreateConnection(TouchFingerInitialize->GetValuePin(), InputTouchEvent->FindPinChecked(TEXT("FingerIndex")));
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// Connect the assign location to the assign finger index nodes
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Schema->TryCreateConnection(TouchLocationInitialize->GetThenPin(), TouchFingerInitialize->GetExecPin());
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// Move the original event connections to the then pin of the finger index assign
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CompilerContext.MovePinLinksToIntermediate(*EachPin, *TouchFingerInitialize->GetThenPin());
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// Move the original event variable connections to the intermediate nodes
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CompilerContext.MovePinLinksToIntermediate(*GetLocationPin(), *TouchLocationVar->GetVariablePin());
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CompilerContext.MovePinLinksToIntermediate(*GetFingerIndexPin(), *TouchFingerVar->GetVariablePin());
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}
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}
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else if( ActivePins.Num() == 1 )
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{
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UEdGraphPin* InputTouchPin = ActivePins[0].Pin;
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EInputEvent InputEvent = ActivePins[0].EventType;
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if (InputTouchPin->LinkedTo.Num() > 0)
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{
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UK2Node_InputTouchEvent* InputTouchEvent = CompilerContext.SpawnIntermediateNode<UK2Node_InputTouchEvent>(this, SourceGraph);
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InputTouchEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpTchEvt_%s"), *InputTouchEvent->GetName()));
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InputTouchEvent->InputKeyEvent = InputEvent;
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InputTouchEvent->bConsumeInput = bConsumeInput;
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InputTouchEvent->bExecuteWhenPaused = bExecuteWhenPaused;
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InputTouchEvent->bOverrideParentBinding = bOverrideParentBinding;
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InputTouchEvent->EventReference.SetExternalDelegateMember(FName(TEXT("InputTouchHandlerDynamicSignature__DelegateSignature")));
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InputTouchEvent->bInternalEvent = true;
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InputTouchEvent->AllocateDefaultPins();
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CompilerContext.MovePinLinksToIntermediate(*InputTouchPin, *Schema->FindExecutionPin(*InputTouchEvent, EGPD_Output));
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CompilerContext.MovePinLinksToIntermediate(*GetLocationPin(), *InputTouchEvent->FindPin(TEXT("Location")));
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CompilerContext.MovePinLinksToIntermediate(*GetFingerIndexPin(), *InputTouchEvent->FindPin(TEXT("FingerIndex")));
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}
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}
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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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