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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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# include "BlueprintGraphPrivatePCH.h"
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# include "K2Node_InputVectorAxisEvent.h"
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# include "CompilerResultsLog.h"
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# include "BlueprintNodeSpawner.h"
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# include "Engine/InputVectorAxisDelegateBinding.h"
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# include "BlueprintActionDatabaseRegistrar.h"
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UK2Node_InputVectorAxisEvent : : UK2Node_InputVectorAxisEvent ( const FObjectInitializer & ObjectInitializer )
: Super ( ObjectInitializer )
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{
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EventReference . SetExternalDelegateMember ( FName ( TEXT ( " InputAxisHandlerDynamicSignature__DelegateSignature " ) ) ) ;
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}
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void UK2Node_InputVectorAxisEvent : : 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 " ) ) ) ;
}
}
}
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void UK2Node_InputVectorAxisEvent : : ValidateNodeDuringCompilation ( class FCompilerResultsLog & MessageLog ) const
{
// Skip AxisKeyEvent validation
UK2Node_Event : : ValidateNodeDuringCompilation ( MessageLog ) ;
if ( ! AxisKey . IsValid ( ) )
{
MessageLog . Warning ( * FText : : Format ( NSLOCTEXT ( " KismetCompiler " , " Invalid_InputVectorAxis_Warning " , " InputVectorAxis Event specifies invalid FKey'{0}' for @@ " ) , FText : : FromString ( AxisKey . ToString ( ) ) ) . ToString ( ) , this ) ;
}
else if ( ! AxisKey . IsVectorAxis ( ) )
{
MessageLog . Warning ( * FText : : Format ( NSLOCTEXT ( " KismetCompiler " , " NotAxis_InputVectorAxis_Warning " , " InputVectorAxis Event specifies FKey'{0}' which is not a vector axis for @@ " ) , FText : : FromString ( AxisKey . ToString ( ) ) ) . ToString ( ) , this ) ;
}
else if ( ! AxisKey . IsBindableInBlueprints ( ) )
{
MessageLog . Warning ( * FText : : Format ( NSLOCTEXT ( " KismetCompiler " , " NotBindable_InputVectorAxis_Warning " , " InputVectorAxis Event specifies FKey'{0}' that is not blueprint bindable for @@ " ) , FText : : FromString ( AxisKey . ToString ( ) ) ) . ToString ( ) , this ) ;
}
}
UClass * UK2Node_InputVectorAxisEvent : : GetDynamicBindingClass ( ) const
{
return UInputVectorAxisDelegateBinding : : StaticClass ( ) ;
}
void UK2Node_InputVectorAxisEvent : : RegisterDynamicBinding ( UDynamicBlueprintBinding * BindingObject ) const
{
UInputVectorAxisDelegateBinding * InputVectorAxisBindingObject = CastChecked < UInputVectorAxisDelegateBinding > ( BindingObject ) ;
FBlueprintInputAxisKeyDelegateBinding Binding ;
Binding . AxisKey = AxisKey ;
Binding . bConsumeInput = bConsumeInput ;
Binding . bExecuteWhenPaused = bExecuteWhenPaused ;
Binding . bOverrideParentBinding = bOverrideParentBinding ;
Binding . FunctionNameToBind = CustomFunctionName ;
InputVectorAxisBindingObject - > InputAxisKeyDelegateBindings . Add ( Binding ) ;
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}
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void UK2Node_InputVectorAxisEvent : : GetMenuActions ( FBlueprintActionDatabaseRegistrar & ActionRegistrar ) const
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{
TArray < FKey > AllKeys ;
EKeys : : GetAllKeys ( AllKeys ) ;
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auto CustomizeInputNodeLambda = [ ] ( UEdGraphNode * NewNode , bool bIsTemplateNode , FKey Key )
{
UK2Node_InputAxisKeyEvent * InputNode = CastChecked < UK2Node_InputAxisKeyEvent > ( NewNode ) ;
InputNode - > Initialize ( Key ) ;
} ;
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// 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 ( ) ;
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for ( FKey const Key : AllKeys )
{
if ( ! Key . IsBindableInBlueprints ( ) | | ! Key . IsVectorAxis ( ) )
{
continue ;
}
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// 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 ;
}
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UBlueprintNodeSpawner * NodeSpawner = UBlueprintNodeSpawner : : Create ( GetClass ( ) ) ;
check ( NodeSpawner ! = nullptr ) ;
NodeSpawner - > CustomizeNodeDelegate = UBlueprintNodeSpawner : : FCustomizeNodeDelegate : : CreateStatic ( CustomizeInputNodeLambda , Key ) ;
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ActionRegistrar . AddBlueprintAction ( ActionKey , NodeSpawner ) ;
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}
}