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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
# include "BlueprintGraphPrivatePCH.h"
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# include "K2Node_InputAxisKeyEvent.h"
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# include "CompilerResultsLog.h"
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# include "BlueprintNodeSpawner.h"
# include "EditorCategoryUtils.h"
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# include "Engine/InputAxisKeyDelegateBinding.h"
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# define LOCTEXT_NAMESPACE "UK2Node_InputAxisKeyEvent"
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UK2Node_InputAxisKeyEvent : : UK2Node_InputAxisKeyEvent ( const class FPostConstructInitializeProperties & PCIP )
: Super ( PCIP )
{
bConsumeInput = true ;
bOverrideParentBinding = true ;
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bInternalEvent = true ;
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EventSignatureName = TEXT ( " InputAxisHandlerDynamicSignature__DelegateSignature " ) ;
EventSignatureClass = UInputComponent : : StaticClass ( ) ;
}
void UK2Node_InputAxisKeyEvent : : Initialize ( const FKey InAxisKey )
{
AxisKey = InAxisKey ;
CustomFunctionName = FName ( * FString : : Printf ( TEXT ( " InpAxisKeyEvt_%s_%s " ) , * AxisKey . ToString ( ) , * GetName ( ) ) ) ;
}
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FText UK2Node_InputAxisKeyEvent : : GetNodeTitle ( ENodeTitleType : : Type TitleType ) const
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{
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return AxisKey . GetDisplayName ( ) ;
}
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FString UK2Node_InputAxisKeyEvent : : GetTooltip ( ) const
{
return FString : : Printf ( * NSLOCTEXT ( " K2Node " , " InputAxisKey_Tooltip " , " Event that provides the current value of the %s axis once per frame when input is enabled for the containing actor. " ) . ToString ( ) , * AxisKey . GetDisplayName ( ) . ToString ( ) ) ;
}
void UK2Node_InputAxisKeyEvent : : ValidateNodeDuringCompilation ( class FCompilerResultsLog & MessageLog ) const
{
Super : : ValidateNodeDuringCompilation ( MessageLog ) ;
if ( ! AxisKey . IsValid ( ) )
{
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MessageLog . Warning ( * FText : : Format ( NSLOCTEXT ( " KismetCompiler " , " Invalid_InputAxisKey_Warning " , " InputAxisKey Event specifies invalid FKey'{0}' for @@ " ) , FText : : FromString ( AxisKey . ToString ( ) ) ) . ToString ( ) , this ) ;
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}
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else if ( ! AxisKey . IsFloatAxis ( ) )
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{
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MessageLog . Warning ( * FText : : Format ( NSLOCTEXT ( " KismetCompiler " , " NotAxis_InputAxisKey_Warning " , " InputAxisKey Event specifies FKey'{0}' which is not a float axis for @@ " ) , FText : : FromString ( AxisKey . ToString ( ) ) ) . ToString ( ) , this ) ;
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}
else if ( ! AxisKey . IsBindableInBlueprints ( ) )
{
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MessageLog . Warning ( * FText : : Format ( NSLOCTEXT ( " KismetCompiler " , " NotBindable_InputAxisKey_Warning " , " InputAxisKey Event specifies FKey'{0}' that is not blueprint bindable for @@ " ) , FText : : FromString ( AxisKey . ToString ( ) ) ) . ToString ( ) , this ) ;
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}
}
UClass * UK2Node_InputAxisKeyEvent : : GetDynamicBindingClass ( ) const
{
return UInputAxisKeyDelegateBinding : : StaticClass ( ) ;
}
FName UK2Node_InputAxisKeyEvent : : GetPaletteIcon ( FLinearColor & OutColor ) const
{
if ( AxisKey . IsMouseButton ( ) )
{
return TEXT ( " GraphEditor.MouseEvent_16x " ) ;
}
else if ( AxisKey . IsGamepadKey ( ) )
{
return TEXT ( " GraphEditor.PadEvent_16x " ) ;
}
else
{
return TEXT ( " GraphEditor.KeyEvent_16x " ) ;
}
}
void UK2Node_InputAxisKeyEvent : : RegisterDynamicBinding ( UDynamicBlueprintBinding * BindingObject ) const
{
UInputAxisKeyDelegateBinding * InputAxisKeyBindingObject = CastChecked < UInputAxisKeyDelegateBinding > ( BindingObject ) ;
FBlueprintInputAxisKeyDelegateBinding Binding ;
Binding . AxisKey = AxisKey ;
Binding . bConsumeInput = bConsumeInput ;
Binding . bExecuteWhenPaused = bExecuteWhenPaused ;
Binding . bOverrideParentBinding = bOverrideParentBinding ;
Binding . FunctionNameToBind = CustomFunctionName ;
InputAxisKeyBindingObject - > InputAxisKeyDelegateBindings . Add ( Binding ) ;
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}
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bool UK2Node_InputAxisKeyEvent : : IsCompatibleWithGraph ( const UEdGraph * TargetGraph ) const
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{
// By default, to be safe, we don't allow events to be pasted, except under special circumstances (see below)
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bool bIsCompatible = false ;
// Find the Blueprint that owns the target graph
UBlueprint * Blueprint = FBlueprintEditorUtils : : FindBlueprintForGraph ( TargetGraph ) ;
if ( Blueprint & & Blueprint - > SkeletonGeneratedClass )
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{
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bIsCompatible = Blueprint - > ParentClass - > IsChildOf ( AActor : : StaticClass ( ) ) ;
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}
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return bIsCompatible & & Super : : IsCompatibleWithGraph ( TargetGraph ) ;
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}
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void UK2Node_InputAxisKeyEvent : : GetMenuActions ( TArray < UBlueprintNodeSpawner * > & ActionListOut ) const
{
TArray < FKey > AllKeys ;
EKeys : : GetAllKeys ( AllKeys ) ;
for ( FKey const Key : AllKeys )
{
if ( ! Key . IsBindableInBlueprints ( ) | | ! Key . IsFloatAxis ( ) )
{
continue ;
}
UBlueprintNodeSpawner * NodeSpawner = UBlueprintNodeSpawner : : Create ( GetClass ( ) ) ;
check ( NodeSpawner ! = nullptr ) ;
auto CustomizeInputNodeLambda = [ ] ( UEdGraphNode * NewNode , bool bIsTemplateNode , FKey Key )
{
UK2Node_InputAxisKeyEvent * InputNode = CastChecked < UK2Node_InputAxisKeyEvent > ( NewNode ) ;
InputNode - > Initialize ( Key ) ;
} ;
NodeSpawner - > CustomizeNodeDelegate = UBlueprintNodeSpawner : : FCustomizeNodeDelegate : : CreateStatic ( CustomizeInputNodeLambda , Key ) ;
ActionListOut . Add ( NodeSpawner ) ;
}
}
FText UK2Node_InputAxisKeyEvent : : GetMenuCategory ( ) const
{
FText SubCategory ;
if ( AxisKey . IsGamepadKey ( ) )
{
SubCategory = LOCTEXT ( " GamepadCategory " , " Gamepad Events " ) ;
}
else if ( AxisKey . IsMouseButton ( ) )
{
SubCategory = LOCTEXT ( " MouseCategory " , " Mouse Events " ) ;
}
else
{
SubCategory = LOCTEXT ( " KeyEventsCategory " , " Key Events " ) ;
}
return FEditorCategoryUtils : : BuildCategoryString ( FCommonEditorCategory : : Input , SubCategory ) ;
}
# undef LOCTEXT_NAMESPACE