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UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_GetInputAxisKeyValue.cpp

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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "K2Node_GetInputAxisKeyValue.h"
#include "CompilerResultsLog.h"
UK2Node_GetInputAxisKeyValue::UK2Node_GetInputAxisKeyValue(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
bConsumeInput = true;
}
void UK2Node_GetInputAxisKeyValue::AllocateDefaultPins()
{
Super::AllocateDefaultPins();
UEdGraphPin* InputAxisKeyPin = FindPinChecked(TEXT("InputAxisKey"));
InputAxisKeyPin->DefaultValue = InputAxisKey.ToString();
}
void UK2Node_GetInputAxisKeyValue::Initialize(const FKey AxisKey)
{
InputAxisKey = AxisKey;
SetFromFunction(AActor::StaticClass()->FindFunctionByName(TEXT("GetInputAxisKeyValue")));
}
FText UK2Node_GetInputAxisKeyValue::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
FFormatNamedArguments Args;
Args.Add(TEXT("AxisKey"), InputAxisKey.GetDisplayName());
return FText::Format(NSLOCTEXT("K2Node", "GetInputAxisKey_Name", "Get {AxisKey}"), Args);
}
FString UK2Node_GetInputAxisKeyValue::GetTooltip() const
{
FFormatNamedArguments Args;
Args.Add(TEXT("AxisKey"), InputAxisKey.GetDisplayName());
return FText::Format(NSLOCTEXT("K2Node", "GetInputAxisKey_Tooltip", "Returns the current value of input axis key {AxisKey}. If input is disabled for the actor the value will be 0."), Args).ToString();
}
void UK2Node_GetInputAxisKeyValue::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
{
Super::ValidateNodeDuringCompilation(MessageLog);
if (!InputAxisKey.IsValid())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Invalid_GetInputAxisKey_Warning", "GetInputAxisKey Value specifies invalid FKey'{0}' for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this);
}
else if (!InputAxisKey.IsFloatAxis())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotAxis_GetInputAxisKey_Warning", "GetInputAxisKey Value specifies FKey'{0}' which is not a float axis for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this);
}
else if (!InputAxisKey.IsBindableInBlueprints())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotBindanble_GetInputAxisKey_Warning", "GetInputAxisKey Value specifies FKey'{0}' that is not blueprint bindable for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this);
}
}
UClass* UK2Node_GetInputAxisKeyValue::GetDynamicBindingClass() const
{
return UInputAxisKeyDelegateBinding::StaticClass();
}
void UK2Node_GetInputAxisKeyValue::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
{
UInputAxisKeyDelegateBinding* InputAxisKeyBindingObject = CastChecked<UInputAxisKeyDelegateBinding>(BindingObject);
FBlueprintInputAxisKeyDelegateBinding Binding;
Binding.AxisKey = InputAxisKey;
Binding.bConsumeInput = bConsumeInput;
Binding.bExecuteWhenPaused = bExecuteWhenPaused;
InputAxisKeyBindingObject->InputAxisKeyDelegateBindings.Add(Binding);
}
FName UK2Node_GetInputAxisKeyValue::GetPaletteIcon(FLinearColor& OutColor) const
{
if (InputAxisKey.IsMouseButton())
{
return TEXT("GraphEditor.MouseEvent_16x");
}
else if (InputAxisKey.IsGamepadKey())
{
return TEXT("GraphEditor.PadEvent_16x");
}
else
{
return TEXT("GraphEditor.KeyEvent_16x");
}
}