174 lines
4.9 KiB
C++
174 lines
4.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "K2Node_SwitchString.h"
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#include "BlueprintActionDatabaseRegistrar.h"
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#include "BlueprintNodeSpawner.h"
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#include "Containers/UnrealString.h"
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#include "EdGraph/EdGraph.h"
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#include "EdGraphSchema_K2.h"
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#include "HAL/PlatformCrt.h"
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#include "Internationalization/Internationalization.h"
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#include "Kismet/KismetStringLibrary.h"
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#include "Kismet2/CompilerResultsLog.h"
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#include "Misc/AssertionMacros.h"
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#include "Misc/CString.h"
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#include "Templates/SubclassOf.h"
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#include "Templates/UnrealTemplate.h"
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#include "UObject/Class.h"
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#include "UObject/UnrealNames.h"
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#include "UObject/UnrealType.h"
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UK2Node_SwitchString::UK2Node_SwitchString(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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bIsCaseSensitive = false;
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SetupCaseSensitivityFunction();
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FunctionClass = UKismetStringLibrary::StaticClass();
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}
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void UK2Node_SwitchString::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
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{
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bool bIsDirty = false;
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FName PropertyName = (PropertyChangedEvent.Property != NULL) ? PropertyChangedEvent.Property->GetFName() : NAME_None;
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if (PropertyName == TEXT("PinNames"))
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{
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bIsDirty = true;
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}
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else if (PropertyName == TEXT("bIsCaseSensitive"))
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{
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SetupCaseSensitivityFunction();
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FunctionClass = UKismetStringLibrary::StaticClass();
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bIsDirty = true;
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}
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if (bIsDirty)
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{
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ReconstructNode();
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}
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Super::PostEditChangeProperty(PropertyChangedEvent);
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GetGraph()->NotifyNodeChanged(this);
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}
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void UK2Node_SwitchString::SetupCaseSensitivityFunction()
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{
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FunctionName = (bIsCaseSensitive == true)
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? TEXT("NotEqual_StrStr")
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: TEXT("NotEqual_StriStri");
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}
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FText UK2Node_SwitchString::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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return NSLOCTEXT("K2Node", "Switch_String", "Switch on String");
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}
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FText UK2Node_SwitchString::GetTooltipText() const
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{
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return NSLOCTEXT("K2Node", "SwitchString_ToolTip", "Selects an output that matches the input value");
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}
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void UK2Node_SwitchString::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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void UK2Node_SwitchString::CreateSelectionPin()
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{
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UEdGraphPin* Pin = CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_String, TEXT("Selection"));
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GetDefault<UEdGraphSchema_K2>()->SetPinAutogeneratedDefaultValueBasedOnType(Pin);
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}
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FEdGraphPinType UK2Node_SwitchString::GetPinType() const
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{
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FEdGraphPinType PinType;
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PinType.PinCategory = UEdGraphSchema_K2::PC_String;
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return PinType;
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}
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FName UK2Node_SwitchString::GetPinNameGivenIndex(int32 Index) const
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{
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check(Index);
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return PinNames[Index];
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}
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void UK2Node_SwitchString::CreateCasePins()
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{
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for( const FName& PinName : PinNames)
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{
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UEdGraphPin* Pin = CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, PinName);
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Pin->bAllowFriendlyName = false;
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}
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}
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FName UK2Node_SwitchString::GetUniquePinName()
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{
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FName NewPinName;
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int32 Index = 0;
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while (true)
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{
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NewPinName = *FString::Printf(TEXT("Case_%d"), Index++);
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if (!FindPin(NewPinName))
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{
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break;
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}
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}
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return NewPinName;
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}
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void UK2Node_SwitchString::AddPinToSwitchNode()
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{
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const FName PinName = GetUniquePinName();
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PinNames.Add(PinName);
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UEdGraphPin* Pin = CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, PinName);
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Pin->bAllowFriendlyName = false;
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}
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void UK2Node_SwitchString::RemovePin(UEdGraphPin* TargetPin)
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{
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checkSlow(TargetPin);
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// Clean-up pin name array
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PinNames.Remove(TargetPin->PinName);
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}
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void UK2Node_SwitchString::ValidateNodeDuringCompilation(FCompilerResultsLog& MessageLog) const
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{
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Super::ValidateNodeDuringCompilation(MessageLog);
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TArray<FString> UniquePinNames;
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UniquePinNames.Reserve(PinNames.Num());
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ESearchCase::Type CaseSensitivity = bIsCaseSensitive ? ESearchCase::CaseSensitive : ESearchCase::IgnoreCase;
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for (FName Pin : PinNames)
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{
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FString PinStr = Pin.ToString();
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for (const FString& UniquePin : UniquePinNames)
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{
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if (PinStr.Equals(UniquePin, CaseSensitivity))
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{
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MessageLog.Error(*NSLOCTEXT("K2Node", "SwitchString_DuplicateCases", "@@ contains duplicate cases.").ToString(), this);
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return;
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}
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}
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UniquePinNames.Emplace(MoveTemp(PinStr));
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}
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} |