Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Private/K2Node_MapForEach.cpp
2025-05-18 13:04:45 +08:00

414 lines
15 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "K2Node_MapForEach.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "BlueprintNodeSpawner.h"
#include "K2Node_AssignmentStatement.h"
#include "K2Node_CallFunction.h"
#include "K2Node_ExecutionSequence.h"
#include "K2Node_IfThenElse.h"
#include "K2Node_TemporaryVariable.h"
#include "KismetCompiler.h"
#include "Kismet/BlueprintMapLibrary.h"
#include "Kismet/KismetMathLibrary.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "Kismet2/WildcardNodeUtils.h"
#define LOCTEXT_NAMESPACE "K2Node_MapForEach"
const FName UK2Node_MapForEach::MapPinName(TEXT("MapPin"));
const FName UK2Node_MapForEach::BreakPinName(TEXT("BreakPin"));
const FName UK2Node_MapForEach::KeyPinName(TEXT("KeyPin"));
const FName UK2Node_MapForEach::ValuePinName(TEXT("ValuePin"));
const FName UK2Node_MapForEach::CompletedPinName(TEXT("CompletedPin"));
UK2Node_MapForEach::UK2Node_MapForEach()
{
KeyName = LOCTEXT("KeyPin_FriendlyName", "Map Key").ToString();
ValueName = LOCTEXT("ValuePin_FriendlyName", "Map Value").ToString();
}
UEdGraphPin* UK2Node_MapForEach::GetMapPin() const
{
return FindPinChecked(MapPinName);
}
UEdGraphPin* UK2Node_MapForEach::GetBreakPin() const
{
return FindPinChecked(BreakPinName);
}
UEdGraphPin* UK2Node_MapForEach::GetForEachPin() const
{
return FindPinChecked(UEdGraphSchema_K2::PN_Then);
}
UEdGraphPin* UK2Node_MapForEach::GetKeyPin() const
{
return FindPinChecked(KeyPinName);
}
UEdGraphPin* UK2Node_MapForEach::GetValuePin() const
{
return FindPinChecked(ValuePinName);
}
UEdGraphPin* UK2Node_MapForEach::GetCompletedPin() const
{
return FindPinChecked(CompletedPinName);
}
void UK2Node_MapForEach::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// Actions are registered under specific object-keys; the idea is that
// actions might have to be updated (or deleted) if their object-key is
// mutated (or removed).
// Here, we use the node's class to keep from needlessly instantiating a UBlueprintNodeSpawner.
// Additionally, if the node type disappears, then the action should go with it.
UClass* ActionKey = GetClass();
if (ActionRegistrar.IsOpenForRegistration(ActionKey))
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(ActionKey);
check(NodeSpawner != nullptr);
ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
}
}
FText UK2Node_MapForEach::GetMenuCategory() const
{
return LOCTEXT("NodeMenu", "Utilities|Map");
}
void UK2Node_MapForEach::PostReconstructNode()
{
Super::PostReconstructNode();
RefreshWildcardPins();
}
void UK2Node_MapForEach::AllocateDefaultPins()
{
Super::AllocateDefaultPins();
CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_Execute);
UEdGraphNode::FCreatePinParams PinParams;
PinParams.ContainerType = EPinContainerType::Map;
PinParams.ValueTerminalType.TerminalCategory = UEdGraphSchema_K2::PC_Wildcard;
UEdGraphPin* MapPin = CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Wildcard, MapPinName, PinParams);
MapPin->PinType.bIsConst = true;
MapPin->PinType.bIsReference = true;
MapPin->PinFriendlyName = LOCTEXT("MapPin_FriendlyName", "Map");
UEdGraphPin* BreakPin = CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Exec, BreakPinName);
BreakPin->PinFriendlyName = LOCTEXT("BreakPin_FriendlyName", "Break");
BreakPin->bAdvancedView = true;
UEdGraphPin* ForEachPin = CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_Then);
ForEachPin->PinFriendlyName = LOCTEXT("ForEachPin_FriendlyName", "Loop Body");
UEdGraphPin* KeyPin = CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Wildcard, KeyPinName);
KeyPin->PinFriendlyName = FText::FromString(KeyName);
UEdGraphPin* ValuePin = CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Wildcard, ValuePinName);
ValuePin->PinFriendlyName = FText::FromString(ValueName);
UEdGraphPin* CompletedPin = CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, CompletedPinName);
CompletedPin->PinFriendlyName = LOCTEXT("CompletedPin_FriendlyName", "Completed");
CompletedPin->PinToolTip = LOCTEXT("CompletedPin_Tooltip", "Execution once all map elements have been visited").ToString();
if (AdvancedPinDisplay == ENodeAdvancedPins::NoPins)
{
AdvancedPinDisplay = ENodeAdvancedPins::Hidden;
}
}
void UK2Node_MapForEach::ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
Super::ExpandNode(CompilerContext, SourceGraph);
if (CheckForErrors(CompilerContext))
{
// Remove all the links to this node as they are no longer needed
BreakAllNodeLinks();
return;
}
const UEdGraphSchema_K2* K2Schema = CastChecked<UEdGraphSchema_K2>(GetSchema());
///////////////////////////////////////////////////////////////////////////////////
// Cache off versions of all our important pins
UEdGraphPin* ForEach_Exec = GetExecPin();
UEdGraphPin* ForEach_Map = GetMapPin();
UEdGraphPin* ForEach_Break = GetBreakPin();
UEdGraphPin* ForEach_ForEach = GetForEachPin();
UEdGraphPin* ForEach_Key = GetKeyPin();
UEdGraphPin* ForEach_Value = GetValuePin();
UEdGraphPin* ForEach_Completed = GetCompletedPin();
///////////////////////////////////////////////////////////////////////////////////
// Create a loop counter variable
UK2Node_TemporaryVariable* CreateTemporaryVariable = CompilerContext.SpawnIntermediateNode<UK2Node_TemporaryVariable>(this, SourceGraph);
CreateTemporaryVariable->VariableType.PinCategory = UEdGraphSchema_K2::PC_Int;
CreateTemporaryVariable->AllocateDefaultPins();
UEdGraphPin* Temp_Variable = CreateTemporaryVariable->GetVariablePin();
///////////////////////////////////////////////////////////////////////////////////
// Initialize the temporary to 0
UK2Node_AssignmentStatement* InitTemporaryVariable = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(this, SourceGraph);
InitTemporaryVariable->AllocateDefaultPins();
UEdGraphPin* Init_Exec = InitTemporaryVariable->GetExecPin();
UEdGraphPin* Init_Variable = InitTemporaryVariable->GetVariablePin();
UEdGraphPin* Init_Value = InitTemporaryVariable->GetValuePin();
UEdGraphPin* Init_Then = InitTemporaryVariable->GetThenPin();
CompilerContext.MovePinLinksToIntermediate(*ForEach_Exec, *Init_Exec);
K2Schema->TryCreateConnection(Init_Variable, Temp_Variable);
Init_Value->DefaultValue = TEXT("0");
///////////////////////////////////////////////////////////////////////////////////
// Branch on comparing the loop index with the size of the map
UK2Node_IfThenElse* BranchOnIndex = CompilerContext.SpawnIntermediateNode<UK2Node_IfThenElse>(this, SourceGraph);
BranchOnIndex->AllocateDefaultPins();
UEdGraphPin* Branch_Exec = BranchOnIndex->GetExecPin();
UEdGraphPin* Branch_Input = BranchOnIndex->GetConditionPin();
UEdGraphPin* Branch_Then = BranchOnIndex->GetThenPin();
UEdGraphPin* Branch_Else = BranchOnIndex->GetElsePin();
Init_Then->MakeLinkTo(Branch_Exec);
CompilerContext.MovePinLinksToIntermediate(*ForEach_Completed, *Branch_Else);
UK2Node_CallFunction* CompareLessThan = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
CompareLessThan->FunctionReference.SetExternalMember(GET_FUNCTION_NAME_CHECKED(UKismetMathLibrary, Less_IntInt), UKismetMathLibrary::StaticClass());
CompareLessThan->AllocateDefaultPins();
UEdGraphPin* Compare_A = CompareLessThan->FindPinChecked(TEXT("A"));
UEdGraphPin* Compare_B = CompareLessThan->FindPinChecked(TEXT("B"));
UEdGraphPin* Compare_Return = CompareLessThan->GetReturnValuePin();
Branch_Input->MakeLinkTo(Compare_Return);
Temp_Variable->MakeLinkTo(Compare_A);
UK2Node_CallFunction* GetMapLength = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
GetMapLength->FunctionReference.SetExternalMember(GET_FUNCTION_NAME_CHECKED(UBlueprintMapLibrary, Map_Length), UBlueprintMapLibrary::StaticClass());
GetMapLength->AllocateDefaultPins();
UEdGraphPin* MapLength_Map = GetMapLength->FindPinChecked(TEXT("TargetMap"));
UEdGraphPin* MapLength_Return = GetMapLength->GetReturnValuePin();
// Coerce the wildcard pin types
MapLength_Map->PinType = ForEach_Map->PinType;
Compare_B->MakeLinkTo(MapLength_Return);
CompilerContext.CopyPinLinksToIntermediate(*ForEach_Map, *MapLength_Map);
///////////////////////////////////////////////////////////////////////////////////
// Sequence the loop body and incrementing the loop counter
UK2Node_ExecutionSequence* LoopSequence = CompilerContext.SpawnIntermediateNode<UK2Node_ExecutionSequence>(this, SourceGraph);
LoopSequence->AllocateDefaultPins();
UEdGraphPin* Sequence_Exec = LoopSequence->GetExecPin();
UEdGraphPin* Sequence_One = LoopSequence->GetThenPinGivenIndex(0);
UEdGraphPin* Sequence_Two = LoopSequence->GetThenPinGivenIndex(1);
Branch_Then->MakeLinkTo(Sequence_Exec);
CompilerContext.MovePinLinksToIntermediate(*ForEach_ForEach, *Sequence_One);
UK2Node_CallFunction* GetMapPair = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
GetMapPair->FunctionReference.SetExternalMember(GET_FUNCTION_NAME_CHECKED(UBlueprintMapLibrary, Map_GetKeyValueByIndex), UBlueprintMapLibrary::StaticClass());
GetMapPair->AllocateDefaultPins();
UEdGraphPin* GetPair_Map = GetMapPair->FindPinChecked(TEXT("TargetMap"));
UEdGraphPin* GetPair_Index = GetMapPair->FindPinChecked(TEXT("Index"));
UEdGraphPin* GetPair_Key = GetMapPair->FindPinChecked(TEXT("Key"));
UEdGraphPin* GetPair_Value = GetMapPair->FindPinChecked(TEXT("Value"));
// Coerce the wildcard pin types
GetPair_Map->PinType = ForEach_Map->PinType;
GetPair_Key->PinType = ForEach_Key->PinType;
GetPair_Value->PinType = ForEach_Value->PinType;
CompilerContext.CopyPinLinksToIntermediate(*ForEach_Map, *GetPair_Map);
GetPair_Index->MakeLinkTo(Temp_Variable);
CompilerContext.MovePinLinksToIntermediate(*ForEach_Key, *GetPair_Key);
CompilerContext.MovePinLinksToIntermediate(*ForEach_Value, *GetPair_Value);
///////////////////////////////////////////////////////////////////////////////////
// Increment the loop counter by one
UK2Node_AssignmentStatement* IncrementVariable = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(this, SourceGraph);
IncrementVariable->AllocateDefaultPins();
UEdGraphPin* Inc_Exec = IncrementVariable->GetExecPin();
UEdGraphPin* Inc_Variable = IncrementVariable->GetVariablePin();
UEdGraphPin* Inc_Value = IncrementVariable->GetValuePin();
UEdGraphPin* Inc_Then = IncrementVariable->GetThenPin();
Sequence_Two->MakeLinkTo(Inc_Exec);
Branch_Exec->MakeLinkTo(Inc_Then);
K2Schema->TryCreateConnection(Temp_Variable, Inc_Variable);
UK2Node_CallFunction* AddOne = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
AddOne->FunctionReference.SetExternalMember(GET_FUNCTION_NAME_CHECKED(UKismetMathLibrary, Add_IntInt), UKismetMathLibrary::StaticClass());
AddOne->AllocateDefaultPins();
UEdGraphPin* Add_A = AddOne->FindPinChecked(TEXT("A"));
UEdGraphPin* Add_B = AddOne->FindPinChecked(TEXT("B"));
UEdGraphPin* Add_Return = AddOne->GetReturnValuePin();
Temp_Variable->MakeLinkTo(Add_A);
Add_B->DefaultValue = TEXT("1");
Add_Return->MakeLinkTo(Inc_Value);
///////////////////////////////////////////////////////////////////////////////////
// Create a sequence from the break exec that will set the loop counter to the last array index.
// The loop will then increment the counter and terminate on the next run of SequenceTwo.
UK2Node_AssignmentStatement* SetVariable = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(this, SourceGraph);
SetVariable->AllocateDefaultPins();
UEdGraphPin* Set_Exec = SetVariable->GetExecPin();
UEdGraphPin* Set_Variable = SetVariable->GetVariablePin();
UEdGraphPin* Set_Value = SetVariable->GetValuePin();
CompilerContext.MovePinLinksToIntermediate(*ForEach_Break, *Set_Exec);
K2Schema->TryCreateConnection(Temp_Variable, Set_Variable);
UK2Node_CallFunction* GetMapLastIndex = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
GetMapLastIndex->FunctionReference.SetExternalMember(GET_FUNCTION_NAME_CHECKED(UBlueprintMapLibrary, Map_GetLastIndex), UBlueprintMapLibrary::StaticClass());
GetMapLastIndex->AllocateDefaultPins();
UEdGraphPin* GetIndex_Map = GetMapLastIndex->FindPinChecked(TEXT("TargetMap"));
UEdGraphPin* GetIndex_Return = GetMapLastIndex->GetReturnValuePin();
// Coerce the wildcard pin types
GetIndex_Map->PinType = ForEach_Map->PinType;
CompilerContext.CopyPinLinksToIntermediate(*ForEach_Map, *GetIndex_Map);
GetIndex_Return->MakeLinkTo(Set_Value);
BreakAllNodeLinks();
}
FText UK2Node_MapForEach::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("NodeTitle", "For Each Loop (Map)");
}
FText UK2Node_MapForEach::GetTooltipText() const
{
return LOCTEXT("NodeToolTip", "Loop over each element of a map");
}
FSlateIcon UK2Node_MapForEach::GetIconAndTint(FLinearColor& OutColor) const
{
return FSlateIcon("EditorStyle", "GraphEditor.Macro.ForEach_16x");
}
void UK2Node_MapForEach::NotifyPinConnectionListChanged(UEdGraphPin* Pin)
{
Super::NotifyPinConnectionListChanged(Pin);
check(Pin);
if (Pin->PinName == MapPinName)
{
RefreshWildcardPins();
}
}
void UK2Node_MapForEach::PostEditChangeProperty(FPropertyChangedEvent &PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
bool bRefresh = false;
if (PropertyChangedEvent.GetPropertyName() == GET_MEMBER_NAME_CHECKED(UK2Node_MapForEach, KeyName))
{
GetKeyPin()->PinFriendlyName = FText::FromString(KeyName);
bRefresh = true;
}
else if (PropertyChangedEvent.GetPropertyName() == GET_MEMBER_NAME_CHECKED(UK2Node_MapForEach, ValueName))
{
GetValuePin()->PinFriendlyName = FText::FromString(ValueName);
bRefresh = true;
}
if (bRefresh)
{
// Poke the graph to update the visuals based on the above changes
GetGraph()->NotifyGraphChanged();
FBlueprintEditorUtils::MarkBlueprintAsModified(GetBlueprint());
}
}
bool UK2Node_MapForEach::CheckForErrors(const FKismetCompilerContext& CompilerContext)
{
bool bError = false;
if (GetMapPin()->LinkedTo.IsEmpty())
{
CompilerContext.MessageLog.Error(*LOCTEXT("MissingMap_Error", "For Each (Map) node @@ must have a Map to iterate.").ToString(), this);
bError = true;
}
return bError;
}
void UK2Node_MapForEach::RefreshWildcardPins()
{
UEdGraphPin* MapPin = GetMapPin();
check(MapPin);
UEdGraphPin* KeyPin = GetKeyPin();
check(KeyPin);
UEdGraphPin* ValuePin = GetValuePin();
check(ValuePin);
const bool bIsWildcardPin = FWildcardNodeUtils::IsWildcardPin(MapPin);
if (bIsWildcardPin && MapPin->LinkedTo.Num() > 0)
{
if (const UEdGraphPin* InferrablePin = FWildcardNodeUtils::FindInferrableLinkedPin(MapPin))
{
FWildcardNodeUtils::InferType(MapPin, InferrablePin->PinType);
// In some contexts, the key/value pins may not be in a wildcard state (eg: paste operation).
// We'll just leave the pins with their current type and let the compiler catch any issues (if any).
// This also helps ensure that we don't jostle any pins that are in a split state.
if (FWildcardNodeUtils::IsWildcardPin(KeyPin))
{
FWildcardNodeUtils::InferType(KeyPin, InferrablePin->PinType);
}
if (FWildcardNodeUtils::IsWildcardPin(ValuePin))
{
FWildcardNodeUtils::InferType(ValuePin->PinType, InferrablePin->PinType.PinValueType);
}
}
}
// If no pins are connected, then we need to reset the dependent pins back to the original wildcard state.
if (MapPin->LinkedTo.Num() == 0)
{
FWildcardNodeUtils::ResetToWildcard(MapPin);
FWildcardNodeUtils::ResetToWildcard(KeyPin);
FWildcardNodeUtils::ResetToWildcard(ValuePin);
}
}
#undef LOCTEXT_NAMESPACE