Files
UnrealEngine/Engine/Source/Editor/BlueprintGraph/Private/K2Node_SwitchEnum.cpp
2025-05-18 13:04:45 +08:00

260 lines
7.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "K2Node_SwitchEnum.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "BlueprintFieldNodeSpawner.h"
#include "Containers/EnumAsByte.h"
#include "Containers/UnrealString.h"
#include "CoreTypes.h"
#include "Delegates/Delegate.h"
#include "EdGraphSchema_K2.h"
#include "FindInBlueprintManager.h"
#include "HAL/PlatformCrt.h"
#include "Internationalization/Internationalization.h"
#include "Kismet/KismetMathLibrary.h"
#include "Misc/AssertionMacros.h"
#include "Templates/Casts.h"
#include "Templates/SubclassOf.h"
#include "UObject/Field.h"
#include "UObject/NameTypes.h"
#include "UObject/WeakObjectPtr.h"
#include "UObject/WeakObjectPtrTemplates.h"
class UBlueprintNodeSpawner;
#define LOCTEXT_NAMESPACE "K2Node"
UK2Node_SwitchEnum::UK2Node_SwitchEnum(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bHasDefaultPin = false;
OrphanedPinSaveMode = ESaveOrphanPinMode::SaveAll;
FunctionName = TEXT("NotEqual_ByteByte");
FunctionClass = UKismetMathLibrary::StaticClass();
}
void UK2Node_SwitchEnum::SetEnum(UEnum* InEnum)
{
Enum = InEnum;
// regenerate enum name list
EnumEntries.Empty();
EnumFriendlyNames.Empty();
if (Enum)
{
PreloadObject(Enum);
// When on async loading thread, postload happens later on GT unless it's possible
// to do it right now safely.
if (IsInGameThread() || Enum->IsPostLoadThreadSafe())
{
Enum->ConditionalPostLoad();
}
for (int32 EnumIndex = 0; EnumIndex < Enum->NumEnums() - 1; ++EnumIndex)
{
bool const bShouldBeHidden = Enum->HasMetaData(TEXT("Hidden"), EnumIndex ) || Enum->HasMetaData(TEXT("Spacer"), EnumIndex );
if (!bShouldBeHidden)
{
FString const EnumValueName = Enum->GetNameStringByIndex(EnumIndex);
EnumEntries.Add( FName(*EnumValueName) );
FText EnumFriendlyName = Enum->GetDisplayNameTextByIndex(EnumIndex);
EnumFriendlyNames.Add( EnumFriendlyName );
}
}
}
}
void UK2Node_SwitchEnum::PreloadRequiredAssets()
{
PreloadObject(Enum);
Super::PreloadRequiredAssets();
}
FText UK2Node_SwitchEnum::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if (Enum == nullptr)
{
return LOCTEXT("SwitchEnum_BadEnumTitle", "Switch on (bad enum)");
}
else if (CachedNodeTitle.IsOutOfDate(this))
{
FFormatNamedArguments Args;
Args.Add(TEXT("EnumName"), FText::FromString(Enum->GetName()));
// FText::Format() is slow, so we cache this to save on performance
CachedNodeTitle.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "Switch_Enum", "Switch on {EnumName}"), Args), this);
}
return CachedNodeTitle;
}
FText UK2Node_SwitchEnum::GetTooltipText() const
{
return NSLOCTEXT("K2Node", "SwitchEnum_ToolTip", "Selects an output that matches the input value");
}
void UK2Node_SwitchEnum::AddPinSearchMetaDataInfo(const UEdGraphPin* Pin, TArray<struct FSearchTagDataPair>& OutTaggedMetaData) const
{
Super::AddPinSearchMetaDataInfo(Pin, OutTaggedMetaData);
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
if (Enum != nullptr && K2Schema->IsExecPin(*Pin) && Pin->Direction == EGPD_Output && Enum->IsNative() && EnumEntries.Contains(Pin->GetFName()))
{
// Allow native enum switch pins to be searchable by C++ enum name
OutTaggedMetaData.Add(FSearchTagDataPair(FFindInBlueprintSearchTags::FiB_NativeName, FText::FromString(Pin->GetName())));
}
}
void UK2Node_SwitchEnum::ValidateNodeDuringCompilation(FCompilerResultsLog& MessageLog) const
{
if (!Enum)
{
MessageLog.Error(*LOCTEXT("MissingSwitchEnum", "@@ must have a valid enum - check log for 'Failed import' add a redirector or recreate the enum").ToString(), this);
}
return Super::ValidateNodeDuringCompilation(MessageLog);
}
bool UK2Node_SwitchEnum::IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const
{
const UEnum* SubCategoryObject = Cast<UEnum>( OtherPin->PinType.PinSubCategoryObject.Get() );
if( SubCategoryObject )
{
if( SubCategoryObject != Enum )
{
return true;
}
}
return false;
}
void UK2Node_SwitchEnum::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
struct GetMenuActions_Utils
{
static void SetNodeEnum(UEdGraphNode* NewNode, FFieldVariant /*EnumField*/, TWeakObjectPtr<UEnum> NonConstEnumPtr)
{
UK2Node_SwitchEnum* EnumNode = CastChecked<UK2Node_SwitchEnum>(NewNode);
EnumNode->Enum = NonConstEnumPtr.Get();
}
};
UClass* NodeClass = GetClass();
ActionRegistrar.RegisterEnumActions( FBlueprintActionDatabaseRegistrar::FMakeEnumSpawnerDelegate::CreateLambda([NodeClass](const UEnum* InEnum)->UBlueprintNodeSpawner*
{
UBlueprintFieldNodeSpawner* NodeSpawner = UBlueprintFieldNodeSpawner::Create(NodeClass, const_cast<UEnum*>(InEnum));
check(NodeSpawner != nullptr);
TWeakObjectPtr<UEnum> NonConstEnumPtr = MakeWeakObjectPtr(const_cast<UEnum*>(InEnum));
NodeSpawner->SetNodeFieldDelegate = UBlueprintFieldNodeSpawner::FSetNodeFieldDelegate::CreateStatic(GetMenuActions_Utils::SetNodeEnum, NonConstEnumPtr);
return NodeSpawner;
}) );
}
void UK2Node_SwitchEnum::CreateSelectionPin()
{
UEdGraphPin* Pin = CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Byte, Enum, TEXT("Selection"));
GetDefault<UEdGraphSchema_K2>()->SetPinAutogeneratedDefaultValueBasedOnType(Pin);
}
FEdGraphPinType UK2Node_SwitchEnum::GetPinType() const
{
FEdGraphPinType EnumPinType;
EnumPinType.PinCategory = UEdGraphSchema_K2::PC_Byte;
EnumPinType.PinSubCategoryObject = Enum;
return EnumPinType;
}
void UK2Node_SwitchEnum::CreateCasePins()
{
if (Enum)
{
SetEnum(Enum);
}
const bool bShouldUseAdvancedView = (EnumEntries.Num() > 5);
if(bShouldUseAdvancedView && (ENodeAdvancedPins::NoPins == AdvancedPinDisplay))
{
AdvancedPinDisplay = ENodeAdvancedPins::Hidden;
}
for (int32 Index = 0; Index < EnumEntries.Num(); ++Index)
{
UEdGraphPin* NewPin = CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, EnumEntries[Index]);
if (EnumFriendlyNames.IsValidIndex(Index))
{
NewPin->PinFriendlyName = EnumFriendlyNames[Index];
}
if(bShouldUseAdvancedView && (Index > 2))
{
NewPin->bAdvancedView = true;
}
}
}
UK2Node::ERedirectType UK2Node_SwitchEnum::DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const
{
UK2Node::ERedirectType ReturnValue = Super::DoPinsMatchForReconstruction(NewPin, NewPinIndex, OldPin, OldPinIndex);
if (ReturnValue == UK2Node::ERedirectType_None && Enum && OldPinIndex > 2 && NewPinIndex > 2)
{
const int64 OldValue = Enum->GetValueByName(OldPin->PinName);
const int64 NewValue = Enum->GetValueByName(NewPin->PinName);
// This handles redirects properly
if (OldValue == NewValue && OldValue != INDEX_NONE)
{
ReturnValue = UK2Node::ERedirectType_Name;
}
}
return ReturnValue;
}
void UK2Node_SwitchEnum::AddPinToSwitchNode()
{
// first try to restore unconnected pin, since connected one is always visible
for(auto PinIt = Pins.CreateIterator(); PinIt; ++PinIt)
{
UEdGraphPin* Pin = *PinIt;
if(Pin && (0 == Pin->LinkedTo.Num()) && Pin->bAdvancedView)
{
Pin->Modify();
Pin->bAdvancedView = false;
return;
}
}
for(auto PinIt = Pins.CreateIterator(); PinIt; ++PinIt)
{
UEdGraphPin* Pin = *PinIt;
if(Pin && Pin->bAdvancedView)
{
Pin->Modify();
Pin->bAdvancedView = false;
return;
}
}
}
void UK2Node_SwitchEnum::RemovePinFromSwitchNode(UEdGraphPin* Pin)
{
if(Pin)
{
if(!Pin->bAdvancedView)
{
Pin->Modify();
Pin->bAdvancedView = true;
}
Pin->BreakAllPinLinks();
}
}
void UK2Node_SwitchEnum::ReloadEnum(class UEnum* InEnum)
{
SetEnum(InEnum);
}
#undef LOCTEXT_NAMESPACE