124 lines
3.7 KiB
C++
124 lines
3.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "K2Node_Self.h"
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#include "BPTerminal.h"
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#include "BlueprintActionDatabaseRegistrar.h"
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#include "BlueprintNodeSpawner.h"
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#include "Containers/IndirectArray.h"
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#include "Containers/Map.h"
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#include "EdGraph/EdGraphPin.h"
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#include "EdGraphSchema_K2.h"
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#include "EditorCategoryUtils.h"
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#include "HAL/PlatformCrt.h"
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#include "Internationalization/Internationalization.h"
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#include "Kismet2/CompilerResultsLog.h"
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#include "KismetCompiledFunctionContext.h"
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#include "KismetCompilerMisc.h"
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#include "Misc/AssertionMacros.h"
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#include "Templates/Casts.h"
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#include "UObject/Class.h"
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class FKismetCompilerContext;
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#define LOCTEXT_NAMESPACE "K2Node_Self"
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class FKCHandler_Self : public FNodeHandlingFunctor
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{
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public:
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FKCHandler_Self(FKismetCompilerContext& InCompilerContext)
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: FNodeHandlingFunctor(InCompilerContext)
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{
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}
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virtual void RegisterNets(FKismetFunctionContext& Context, UEdGraphNode* Node) override
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{
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UK2Node_Self* SelfNode = CastChecked<UK2Node_Self>(Node);
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UEdGraphPin* VarPin = SelfNode->FindPin(UEdGraphSchema_K2::PN_Self);
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check( VarPin );
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FBPTerminal* Term = new FBPTerminal();
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Context.Literals.Add(Term);
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Term->CopyFromPin(VarPin, VarPin->PinName);
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Term->bIsLiteral = true;
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Context.NetMap.Add(VarPin, Term);
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}
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};
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UK2Node_Self::UK2Node_Self(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void UK2Node_Self::AllocateDefaultPins()
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{
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CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Object, UEdGraphSchema_K2::PSC_Self, nullptr, UEdGraphSchema_K2::PN_Self);
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Super::AllocateDefaultPins();
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}
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FText UK2Node_Self::GetTooltipText() const
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{
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return NSLOCTEXT("K2Node", "GetSelfReference", "Gets a reference to this instance of the blueprint");
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}
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FText UK2Node_Self::GetKeywords() const
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{
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return LOCTEXT("SelfKeywords", "This");
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}
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FText UK2Node_Self::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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FText NodeTitle = NSLOCTEXT("K2Node", "SelfReferenceName", "Self-Reference");
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if (TitleType == ENodeTitleType::MenuTitle)
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{
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NodeTitle = LOCTEXT("ListTitle", "Get a reference to self");
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}
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return NodeTitle;
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}
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FNodeHandlingFunctor* UK2Node_Self::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
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{
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return new FKCHandler_Self(CompilerContext);
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}
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void UK2Node_Self::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
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{
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Super::ValidateNodeDuringCompilation(MessageLog);
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const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
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if(Schema->IsStaticFunctionGraph(GetGraph()))
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{
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MessageLog.Warning(*NSLOCTEXT("K2Node", "InvalidSelfNode", "Self node @@ cannot be used in a static function.").ToString(), this);
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}
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}
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void UK2Node_Self::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_Self::GetMenuCategory() const
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{
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return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Variables);
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}
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#undef LOCTEXT_NAMESPACE
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