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UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_AssignmentStatement.cpp

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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "KismetCompiler.h"
#include "VariableSetHandler.h"
#include "BlueprintNodeSpawner.h"
#include "EditorCategoryUtils.h"
#define LOCTEXT_NAMESPACE "K2Node_AssignmentStatement"
//////////////////////////////////////////////////////////////////////////
// FKCHandler_AssignmentStatement
class FKCHandler_AssignmentStatement : public FKCHandler_VariableSet
{
public:
FKCHandler_AssignmentStatement(FKismetCompilerContext& InCompilerContext)
: FKCHandler_VariableSet(InCompilerContext)
{
}
virtual void RegisterNets(FKismetFunctionContext& Context, UEdGraphNode* Node) override
{
UEdGraphPin* VariablePin = Node->FindPin(TEXT("Variable"));
UEdGraphPin* ValuePin = Node->FindPin(TEXT("Value"));
if ((VariablePin == NULL) || (ValuePin == NULL))
{
CompilerContext.MessageLog.Error(*LOCTEXT("MissingPins_Error", "Missing pin(s) on @@; expected a pin named Variable and a pin named Value").ToString(), Node);
}
if (VariablePin->LinkedTo.Num() == 0)
{
CompilerContext.MessageLog.Error(*LOCTEXT("NoVarriableConnected_Error", "A variable needs to be connected to @@").ToString(), VariablePin);
}
ValidateAndRegisterNetIfLiteral(Context, ValuePin);
}
virtual void Compile(FKismetFunctionContext& Context, UEdGraphNode* Node) override
{
UEdGraphPin* VariablePin = Node->FindPin(TEXT("Variable"));
UEdGraphPin* ValuePin = Node->FindPin(TEXT("Value"));
InnerAssignment(Context, Node, VariablePin, ValuePin);
// Generate the output impulse from this node
GenerateSimpleThenGoto(Context, *Node);
}
};
FString UK2Node_AssignmentStatement::VariablePinName = FString(TEXT("Variable"));
FString UK2Node_AssignmentStatement::ValuePinName = FString(TEXT("Value"));
UK2Node_AssignmentStatement::UK2Node_AssignmentStatement(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
void UK2Node_AssignmentStatement::AllocateDefaultPins()
{
const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
CreatePin(EGPD_Input, Schema->PC_Exec, TEXT(""), NULL, false, false, Schema->PN_Execute);
CreatePin(EGPD_Output, Schema->PC_Exec, TEXT(""), NULL, false, false, Schema->PN_Then);
UEdGraphPin* VariablePin = CreatePin(EGPD_Input, Schema->PC_Wildcard, TEXT(""), NULL, false, false, VariablePinName);
UEdGraphPin* ValuePin = CreatePin(EGPD_Input, Schema->PC_Wildcard, TEXT(""), NULL, false, false, ValuePinName);
Super::AllocateDefaultPins();
}
FString UK2Node_AssignmentStatement::GetTooltip() const
{
return TEXT("Assigns Value to Variable");
}
FText UK2Node_AssignmentStatement::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("Assign", "Assign");
}
bool UK2Node_AssignmentStatement::IsCompatibleWithGraph(UEdGraph const* TargetGraph) const
{
bool bIsCompatible = Super::IsCompatibleWithGraph(TargetGraph);
if (bIsCompatible)
{
EGraphType const GraphType = TargetGraph->GetSchema()->GetGraphType(TargetGraph);
bIsCompatible = (GraphType != GT_Ubergraph) && (GraphType != GT_Animation);
}
return bIsCompatible;
}
void UK2Node_AssignmentStatement::NotifyPinConnectionListChanged(UEdGraphPin* Pin)
{
Super::NotifyPinConnectionListChanged(Pin);
const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* VariablePin = FindPin(TEXT("Variable"));
UEdGraphPin* ValuePin = FindPin(TEXT("Value"));
if ((VariablePin->LinkedTo.Num() == 0) && (ValuePin->LinkedTo.Num() == 0))
{
// Restore the wildcard status
VariablePin->PinType.PinCategory = Schema->PC_Wildcard;
VariablePin->PinType.PinSubCategory = TEXT("");
VariablePin->PinType.PinSubCategoryObject = NULL;
ValuePin->PinType.PinCategory = Schema->PC_Wildcard;
ValuePin->PinType.PinSubCategory = TEXT("");
ValuePin->PinType.PinSubCategoryObject = NULL;
}
else if (Pin->LinkedTo.Num() > 0)
{
Pin->PinType = Pin->LinkedTo[0]->PinType;
// Enforce the type on the other pin
if (VariablePin == Pin)
{
ValuePin->PinType = VariablePin->PinType;
UEdGraphSchema_K2::ValidateExistingConnections(ValuePin);
}
else
{
VariablePin->PinType = ValuePin->PinType;
UEdGraphSchema_K2::ValidateExistingConnections(VariablePin);
}
}
}
void UK2Node_AssignmentStatement::PostReconstructNode()
{
UEdGraphPin* VariablePin = FindPin(TEXT("Variable"));
UEdGraphPin* ValuePin = FindPin(TEXT("Value"));
PinConnectionListChanged(VariablePin);
PinConnectionListChanged(ValuePin);
}
UEdGraphPin* UK2Node_AssignmentStatement::GetThenPin() const
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* Pin = FindPin(K2Schema->PN_Then);
check(Pin != NULL);
return Pin;
}
UEdGraphPin* UK2Node_AssignmentStatement::GetVariablePin() const
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* Pin = FindPin(VariablePinName);
check(Pin != NULL);
return Pin;
}
UEdGraphPin* UK2Node_AssignmentStatement::GetValuePin() const
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* Pin = FindPin(ValuePinName);
check(Pin != NULL);
return Pin;
}
FNodeHandlingFunctor* UK2Node_AssignmentStatement::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
{
return new FKCHandler_AssignmentStatement(CompilerContext);
}
void UK2Node_AssignmentStatement::GetMenuActions(TArray<UBlueprintNodeSpawner*>& ActionListOut) const
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(NodeSpawner != nullptr);
ActionListOut.Add(NodeSpawner);
}
FText UK2Node_AssignmentStatement::GetMenuCategory() const
{
return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Macro);
}
#undef LOCTEXT_NAMESPACE