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UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_GetInputAxisValue.cpp

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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "K2Node_GetInputAxisValue.h"
#include "CompilerResultsLog.h"
UK2Node_GetInputAxisValue::UK2Node_GetInputAxisValue(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
bConsumeInput = true;
}
void UK2Node_GetInputAxisValue::AllocateDefaultPins()
{
Super::AllocateDefaultPins();
UEdGraphPin* InputAxisNamePin = FindPinChecked(TEXT("InputAxisName"));
InputAxisNamePin->DefaultValue = InputAxisName.ToString();
}
void UK2Node_GetInputAxisValue::Initialize(const FName AxisName)
{
InputAxisName = AxisName;
SetFromFunction(AActor::StaticClass()->FindFunctionByName(TEXT("GetInputAxisValue")));
}
FText UK2Node_GetInputAxisValue::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
FFormatNamedArguments Args;
Args.Add(TEXT("InputAxisName"), FText::FromName(InputAxisName));
return FText::Format(NSLOCTEXT("K2Node", "GetInputAxis_Name", "Get {InputAxisName}"), Args);
}
FString UK2Node_GetInputAxisValue::GetNodeNativeTitle(ENodeTitleType::Type TitleType) const
{
// Do not setup this function for localization, intentionally left unlocalized!
return FString::Printf(TEXT("Get %s"), *InputAxisName.ToString());
}
FString UK2Node_GetInputAxisValue::GetTooltip() const
{
return FString::Printf(*NSLOCTEXT("K2Node", "GetInputAxis_Tooltip", "Returns the current value of input axis %s. If input is disabled for the actor the value will be 0.").ToString(), *InputAxisName.ToString());
}
void UK2Node_GetInputAxisValue::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
{
Super::ValidateNodeDuringCompilation(MessageLog);
TArray<FName> AxisNames;
GetDefault<UInputSettings>()->GetAxisNames(AxisNames);
if (!AxisNames.Contains(InputAxisName))
{
MessageLog.Warning(*FString::Printf(*NSLOCTEXT("KismetCompiler", "MissingInputAxis_Warning", "Get Input Axis references unknown Axis '%s' for @@").ToString(), *InputAxisName.ToString()), this);
}
}
UClass* UK2Node_GetInputAxisValue::GetDynamicBindingClass() const
{
return UInputAxisDelegateBinding::StaticClass();
}
void UK2Node_GetInputAxisValue::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
{
UInputAxisDelegateBinding* InputAxisBindingObject = CastChecked<UInputAxisDelegateBinding>(BindingObject);
FBlueprintInputAxisDelegateBinding Binding;
Binding.InputAxisName = InputAxisName;
Binding.bConsumeInput = bConsumeInput;
Binding.bExecuteWhenPaused = bExecuteWhenPaused;
InputAxisBindingObject->InputAxisDelegateBindings.Add(Binding);
}