Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Private/K2Node_Self.cpp
2025-05-18 13:04:45 +08:00

124 lines
3.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "K2Node_Self.h"
#include "BPTerminal.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "BlueprintNodeSpawner.h"
#include "Containers/IndirectArray.h"
#include "Containers/Map.h"
#include "EdGraph/EdGraphPin.h"
#include "EdGraphSchema_K2.h"
#include "EditorCategoryUtils.h"
#include "HAL/PlatformCrt.h"
#include "Internationalization/Internationalization.h"
#include "Kismet2/CompilerResultsLog.h"
#include "KismetCompiledFunctionContext.h"
#include "KismetCompilerMisc.h"
#include "Misc/AssertionMacros.h"
#include "Templates/Casts.h"
#include "UObject/Class.h"
class FKismetCompilerContext;
#define LOCTEXT_NAMESPACE "K2Node_Self"
class FKCHandler_Self : public FNodeHandlingFunctor
{
public:
FKCHandler_Self(FKismetCompilerContext& InCompilerContext)
: FNodeHandlingFunctor(InCompilerContext)
{
}
virtual void RegisterNets(FKismetFunctionContext& Context, UEdGraphNode* Node) override
{
UK2Node_Self* SelfNode = CastChecked<UK2Node_Self>(Node);
UEdGraphPin* VarPin = SelfNode->FindPin(UEdGraphSchema_K2::PN_Self);
check( VarPin );
FBPTerminal* Term = new FBPTerminal();
Context.Literals.Add(Term);
Term->CopyFromPin(VarPin, VarPin->PinName);
Term->bIsLiteral = true;
Context.NetMap.Add(VarPin, Term);
}
};
UK2Node_Self::UK2Node_Self(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UK2Node_Self::AllocateDefaultPins()
{
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Object, UEdGraphSchema_K2::PSC_Self, nullptr, UEdGraphSchema_K2::PN_Self);
Super::AllocateDefaultPins();
}
FText UK2Node_Self::GetTooltipText() const
{
return NSLOCTEXT("K2Node", "GetSelfReference", "Gets a reference to this instance of the blueprint");
}
FText UK2Node_Self::GetKeywords() const
{
return LOCTEXT("SelfKeywords", "This");
}
FText UK2Node_Self::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
FText NodeTitle = NSLOCTEXT("K2Node", "SelfReferenceName", "Self-Reference");
if (TitleType == ENodeTitleType::MenuTitle)
{
NodeTitle = LOCTEXT("ListTitle", "Get a reference to self");
}
return NodeTitle;
}
FNodeHandlingFunctor* UK2Node_Self::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
{
return new FKCHandler_Self(CompilerContext);
}
void UK2Node_Self::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
{
Super::ValidateNodeDuringCompilation(MessageLog);
const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
if(Schema->IsStaticFunctionGraph(GetGraph()))
{
MessageLog.Warning(*NSLOCTEXT("K2Node", "InvalidSelfNode", "Self node @@ cannot be used in a static function.").ToString(), this);
}
}
void UK2Node_Self::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// actions get 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 (so if the node
// type disappears, then the action should go with it)
UClass* ActionKey = GetClass();
// to keep from needlessly instantiating a UBlueprintNodeSpawner, first
// check to make sure that the registrar is looking for actions of this type
// (could be regenerating actions for a specific asset, and therefore the
// registrar would only accept actions corresponding to that asset)
if (ActionRegistrar.IsOpenForRegistration(ActionKey))
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(NodeSpawner != nullptr);
ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
}
}
FText UK2Node_Self::GetMenuCategory() const
{
return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Variables);
}
#undef LOCTEXT_NAMESPACE