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UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_InputAxisKeyEvent.cpp

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "K2Node_InputAxisKeyEvent.h"
#include "CompilerResultsLog.h"
#include "BlueprintNodeSpawner.h"
#include "EditorCategoryUtils.h"
#include "Engine/InputAxisKeyDelegateBinding.h"
#include "BlueprintEditorUtils.h"
#include "EdGraphSchema_K2.h"
#include "BlueprintActionDatabaseRegistrar.h"
#define LOCTEXT_NAMESPACE "UK2Node_InputAxisKeyEvent"
UK2Node_InputAxisKeyEvent::UK2Node_InputAxisKeyEvent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bConsumeInput = true;
bOverrideParentBinding = true;
bInternalEvent = true;
EventReference.SetExternalDelegateMember(FName(TEXT("InputAxisHandlerDynamicSignature__DelegateSignature")));
}
void UK2Node_InputAxisKeyEvent::Serialize(FArchive& Ar)
{
Super::Serialize(Ar);
if(Ar.IsLoading())
{
if(Ar.UE4Ver() < VER_UE4_K2NODE_EVENT_MEMBER_REFERENCE && EventSignatureName_DEPRECATED.IsNone() && EventSignatureClass_DEPRECATED == nullptr)
{
EventReference.SetExternalDelegateMember(FName(TEXT("InputAxisHandlerDynamicSignature__DelegateSignature")));
}
}
}
void UK2Node_InputAxisKeyEvent::Initialize(const FKey InAxisKey)
{
AxisKey = InAxisKey;
CustomFunctionName = FName(*FString::Printf(TEXT("InpAxisKeyEvt_%s_%s"), *AxisKey.ToString(), *GetName()));
}
FText UK2Node_InputAxisKeyEvent::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return AxisKey.GetDisplayName();
}
FText UK2Node_InputAxisKeyEvent::GetTooltipText() const
{
if (CachedTooltip.IsOutOfDate(this))
{
// FText::Format() is slow, so we cache this to save on performance
CachedTooltip.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "InputAxisKey_Tooltip", "Event that provides the current value of the {0} axis once per frame when input is enabled for the containing actor."), AxisKey.GetDisplayName()), this);
}
return CachedTooltip;
}
void UK2Node_InputAxisKeyEvent::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
{
Super::ValidateNodeDuringCompilation(MessageLog);
if (!AxisKey.IsValid())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Invalid_InputAxisKey_Warning", "InputAxisKey Event specifies invalid FKey'{0}' for @@"), FText::FromString(AxisKey.ToString())).ToString(), this);
}
else if (!AxisKey.IsFloatAxis())
{
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);
}
else if (!AxisKey.IsBindableInBlueprints())
{
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);
}
}
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);
}
bool UK2Node_InputAxisKeyEvent::IsCompatibleWithGraph(const UEdGraph* TargetGraph) const
{
// By default, to be safe, we don't allow events to be pasted, except under special circumstances (see below)
bool bIsCompatible = false;
// Find the Blueprint that owns the target graph
UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(TargetGraph);
if (Blueprint != nullptr)
{
bIsCompatible = FBlueprintEditorUtils::IsActorBased(Blueprint) && Blueprint->SupportsInputEvents();
}
UEdGraphSchema_K2 const* K2Schema = Cast<UEdGraphSchema_K2>(TargetGraph->GetSchema());
bool const bIsConstructionScript = (K2Schema != nullptr) ? K2Schema->IsConstructionScript(TargetGraph) : false;
bIsCompatible &= !bIsConstructionScript;
return bIsCompatible && Super::IsCompatibleWithGraph(TargetGraph);
}
void UK2Node_InputAxisKeyEvent::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
TArray<FKey> AllKeys;
EKeys::GetAllKeys(AllKeys);
auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FKey Key)
{
UK2Node_InputAxisKeyEvent* InputNode = CastChecked<UK2Node_InputAxisKeyEvent>(NewNode);
InputNode->Initialize(Key);
};
// actions get registered under specific object-keys; the idea is that
// actions might have to be updated (or deleted) if their object-key is
// mutated (or removed)... here we use the node's class (so if the node
// type disappears, then the action should go with it)
UClass* ActionKey = GetClass();
for (FKey const Key : AllKeys)
{
if (!Key.IsBindableInBlueprints() || !Key.IsFloatAxis())
{
continue;
}
// to keep from needlessly instantiating a UBlueprintNodeSpawner, first
// check to make sure that the registrar is looking for actions of this type
// (could be regenerating actions for a specific asset, and therefore the
// registrar would only accept actions corresponding to that asset)
if (!ActionRegistrar.IsOpenForRegistration(ActionKey))
{
continue;
}
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(NodeSpawner != nullptr);
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeInputNodeLambda, Key);
ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
}
}
FText UK2Node_InputAxisKeyEvent::GetMenuCategory() const
{
enum EAxisKeyCategory
{
GamepadKeyCategory,
MouseButtonCategory,
KeyEventCategory,
AxisKeyCategory_MAX,
};
static FNodeTextCache CachedCategories[AxisKeyCategory_MAX];
FText SubCategory;
EAxisKeyCategory CategoryIndex = AxisKeyCategory_MAX;
if (AxisKey.IsGamepadKey())
{
SubCategory = LOCTEXT("GamepadCategory", "Gamepad Events");
CategoryIndex = GamepadKeyCategory;
}
else if (AxisKey.IsMouseButton())
{
SubCategory = LOCTEXT("MouseCategory", "Mouse Events");
CategoryIndex = MouseButtonCategory;
}
else
{
SubCategory = LOCTEXT("KeyEventsCategory", "Key Events");
CategoryIndex = KeyEventCategory;
}
if (CachedCategories[CategoryIndex].IsOutOfDate(this))
{
// FText::Format() is slow, so we cache this to save on performance
CachedCategories[CategoryIndex].SetCachedText(FEditorCategoryUtils::BuildCategoryString(FCommonEditorCategory::Input, SubCategory), this);
}
return CachedCategories[CategoryIndex];
}
FBlueprintNodeSignature UK2Node_InputAxisKeyEvent::GetSignature() const
{
FBlueprintNodeSignature NodeSignature = Super::GetSignature();
NodeSignature.AddKeyValue(AxisKey.ToString());
return NodeSignature;
}
#undef LOCTEXT_NAMESPACE