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UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_InputKey.cpp

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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "K2Node_InputKeyEvent.h"
#include "CompilerResultsLog.h"
#include "KismetCompiler.h"
#include "BlueprintNodeSpawner.h"
#include "EditorCategoryUtils.h"
#include "BlueprintEditorUtils.h"
#include "EdGraphSchema_K2.h"
#include "BlueprintActionDatabaseRegistrar.h"
#define LOCTEXT_NAMESPACE "UK2Node_InputKey"
UK2Node_InputKey::UK2Node_InputKey(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
bConsumeInput = true;
bOverrideParentBinding = true;
}
void UK2Node_InputKey::PostLoad()
{
Super::PostLoad();
if (GetLinkerUE4Version() < VER_UE4_BLUEPRINT_INPUT_BINDING_OVERRIDES)
{
// Don't change existing behaviors
bOverrideParentBinding = false;
}
}
void UK2Node_InputKey::AllocateDefaultPins()
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, TEXT("Pressed"));
CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, TEXT("Released"));
Super::AllocateDefaultPins();
}
FLinearColor UK2Node_InputKey::GetNodeTitleColor() const
{
return GetDefault<UGraphEditorSettings>()->EventNodeTitleColor;
}
FName UK2Node_InputKey::GetModifierName() const
{
if ( bControl && !bAlt && !bShift && !bCommand )
{
return FName("Ctrl");
}
else if ( bControl && bAlt && !bShift && !bCommand )
{
return FName("Ctrl+Alt");
}
else if ( bControl && !bAlt && bShift && !bCommand )
{
return FName("Ctrl+Shift");
}
else if ( bControl && !bAlt && !bShift && bCommand )
{
return FName("Ctrl+Cmd");
}
else if ( bControl && bAlt && bShift && !bCommand )
{
return FName("Ctrl+Alt+Shift");
}
else if ( bControl && bAlt && !bShift && bCommand )
{
return FName("Ctrl+Cmd+Alt");
}
else if ( bControl && !bAlt && bShift && bCommand )
{
return FName("Ctrl+Cmd+Shift");
}
else if ( !bControl && bAlt && bShift && bCommand )
{
return FName("Cmd+Alt+Shift");
}
else if ( bControl && bAlt && bShift && bCommand )
{
return FName("Ctrl+Cmd+Alt+Shift");
}
else if ( !bControl && bAlt && !bShift && !bCommand )
{
return FName("Alt");
}
else if ( !bControl && bAlt && bShift && !bCommand )
{
return FName("Alt+Shift");
}
else if ( !bControl && bAlt && !bShift && bCommand )
{
return FName("Cmd+Alt");
}
else if ( !bControl && !bAlt && bShift && bCommand )
{
return FName("Cmd+Shift");
}
else if ( !bControl && !bAlt && bShift && !bCommand )
{
return FName("Shift");
}
else if ( !bControl && !bAlt && !bShift && bCommand )
{
return FName("Cmd");
}
return NAME_None;
}
FText UK2Node_InputKey::GetModifierText() const
{
//@todo This should be unified with other places in the editor [10/11/2013 justin.sargent]
if ( bControl && !bAlt && !bShift && !bCommand )
{
#if PLATFORM_MAC
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Command", "Cmd");
#else
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Control", "Ctrl");
#endif
}
else if ( bControl && bAlt && !bShift && !bCommand )
{
#if PLATFORM_MAC
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Command + KeyName_Alt", "Cmd+Alt");
#else
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Control + KeyName_Alt", "Ctrl+Alt");
#endif
}
else if ( bControl && !bAlt && bShift && !bCommand )
{
#if PLATFORM_MAC
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Command + KeyName_Shift", "Cmd+Shift");
#else
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Control + KeyName_Shift", "Ctrl+Shift");
#endif
}
else if ( bControl && !bAlt && !bShift && bCommand )
{
#if PLATFORM_MAC
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Command + KeyName_Control", "Cmd+Ctrl");
#else
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Control + KeyName_Command", "Ctrl+Cmd");
#endif
}
else if ( !bControl && bAlt && !bShift && bCommand )
{
#if PLATFORM_MAC
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Control + KeyName_Alt", "Ctrl+Alt");
#else
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Command + KeyName_Alt", "Cmd+Alt");
#endif
}
else if ( !bControl && !bAlt && bShift && bCommand )
{
#if PLATFORM_MAC
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Control + KeyName_Shift", "Ctrl+Shift");
#else
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Command + KeyName_Shift", "Cmd+Shift");
#endif
}
else if ( bControl && bAlt && bShift && !bCommand )
{
#if PLATFORM_MAC
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Command + KeyName_Alt + KeyName_Shift", "Cmd+Alt+Shift");
#else
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Control + KeyName_Alt + KeyName_Shift", "Ctrl+Alt+Shift");
#endif
}
else if ( bControl && bAlt && !bShift && bCommand )
{
#if PLATFORM_MAC
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Command + KeyName_Control + KeyName_Alt", "Cmd+Ctrl+Alt");
#else
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Control + KeyName_Command + KeyName_Alt", "Ctrl+Cmd+Alt");
#endif
}
else if ( bControl && !bAlt && bShift && bCommand )
{
#if PLATFORM_MAC
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Command + KeyName_Control + KeyName_Shift", "Cmd+Ctrl+Shift");
#else
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Control + KeyName_Command + KeyName_Shift", "Ctrl+Cmd+Shift");
#endif
}
else if ( bControl && bAlt && bShift && bCommand )
{
#if PLATFORM_MAC
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Command + KeyName_Control + KeyName_Alt + KeyName_Shift", "Cmd+Ctrl+Alt+Shift");
#else
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Control + KeyName_Command + KeyName_Alt + KeyName_Shift", "Ctrl+Cmd+Alt+Shift");
#endif
}
else if ( !bControl && bAlt && !bShift && !bCommand )
{
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Alt", "Alt");
}
else if ( !bControl && bAlt && bShift && !bCommand )
{
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Alt + KeyName_Shift", "Alt+Shift");
}
else if ( !bControl && bAlt && !bShift && bCommand )
{
#if PLATFORM_MAC
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Control + KeyName_Alt", "Ctrl+Alt");
#else
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Command + KeyName_Alt", "Cmd+Alt");
#endif
}
else if ( !bControl && !bAlt && bShift && !bCommand )
{
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Shift", "Shift");
}
else if ( !bControl && !bAlt && !bShift && bCommand )
{
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Command", "Cmd");
}
return FText::GetEmpty();
}
FText UK2Node_InputKey::GetKeyText() const
{
return InputKey.GetDisplayName();
}
FText UK2Node_InputKey::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if (bControl || bAlt || bShift)
{
if (CachedNodeTitle.IsOutOfDate())
{
FFormatNamedArguments Args;
Args.Add(TEXT("ModifierKey"), GetModifierText());
Args.Add(TEXT("Key"), GetKeyText());
// FText::Format() is slow, so we cache this to save on performance
CachedNodeTitle = FText::Format(NSLOCTEXT("K2Node", "InputKey_Name_WithModifiers", "{ModifierKey} {Key}"), Args);
}
return CachedNodeTitle;
}
else
{
return GetKeyText();
}
}
FText UK2Node_InputKey::GetTooltipText() const
{
if (CachedTooltip.IsOutOfDate())
{
FText ModifierText = GetModifierText();
FText KeyText = GetKeyText();
// FText::Format() is slow, so we cache this to save on performance
if (!ModifierText.IsEmpty())
{
CachedTooltip = FText::Format(NSLOCTEXT("K2Node", "InputKey_Tooltip_Modifiers", "Events for when the {0} key is pressed or released while {1} is also held."), KeyText, ModifierText);
}
else
{
CachedTooltip = FText::Format(NSLOCTEXT("K2Node", "InputKey_Tooltip", "Events for when the {0} key is pressed or released."), KeyText);
}
}
return CachedTooltip;
}
FName UK2Node_InputKey::GetPaletteIcon(FLinearColor& OutColor) const
{
if (InputKey.IsMouseButton())
{
return TEXT("GraphEditor.MouseEvent_16x");
}
else if (InputKey.IsGamepadKey())
{
return TEXT("GraphEditor.PadEvent_16x");
}
else
{
return TEXT("GraphEditor.KeyEvent_16x");
}
}
bool UK2Node_InputKey::IsCompatibleWithGraph(UEdGraph const* Graph) const
{
UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(Graph);
UEdGraphSchema_K2 const* K2Schema = Cast<UEdGraphSchema_K2>(Graph->GetSchema());
bool const bIsConstructionScript = (K2Schema != nullptr) ? K2Schema->IsConstructionScript(Graph) : false;
return (Blueprint != nullptr) && Blueprint->SupportsInputEvents() && !bIsConstructionScript && Super::IsCompatibleWithGraph(Graph);
}
UEdGraphPin* UK2Node_InputKey::GetPressedPin() const
{
return FindPin(TEXT("Pressed"));
}
UEdGraphPin* UK2Node_InputKey::GetReleasedPin() const
{
return FindPin(TEXT("Released"));
}
void UK2Node_InputKey::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
{
Super::ValidateNodeDuringCompilation(MessageLog);
if (!InputKey.IsValid())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Invalid_InputKey_Warning", "InputKey Event specifies invalid FKey'{0}' for @@"), FText::FromString(InputKey.ToString())).ToString(), this);
}
else if (InputKey.IsFloatAxis())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Axis_InputKey_Warning", "InputKey Event specifies axis FKey'{0}' for @@"), FText::FromString(InputKey.ToString())).ToString(), this);
}
else if (!InputKey.IsBindableInBlueprints())
{
MessageLog.Warning( *FText::Format( NSLOCTEXT("KismetCompiler", "NotBindanble_InputKey_Warning", "InputKey Event specifies FKey'{0}' that is not blueprint bindable for @@"), FText::FromString(InputKey.ToString())).ToString(), this);
}
}
void UK2Node_InputKey::CreateInputKeyEvent(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph, UEdGraphPin* InputKeyPin, const EInputEvent KeyEvent)
{
if (InputKeyPin->LinkedTo.Num() > 0)
{
UK2Node_InputKeyEvent* InputKeyEvent = CompilerContext.SpawnIntermediateNode<UK2Node_InputKeyEvent>(this, SourceGraph);
const FName ModifierName = GetModifierName();
if ( ModifierName != NAME_None )
{
InputKeyEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpActEvt_%s_%s_%s"), *ModifierName.ToString(), *InputKey.ToString(), *InputKeyEvent->GetName()));
}
else
{
InputKeyEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpActEvt_%s_%s"), *InputKey.ToString(), *InputKeyEvent->GetName()));
}
InputKeyEvent->InputChord.Key = InputKey;
InputKeyEvent->InputChord.bCtrl = bControl;
InputKeyEvent->InputChord.bAlt = bAlt;
InputKeyEvent->InputChord.bShift = bShift;
InputKeyEvent->InputChord.bCmd = bCommand;
InputKeyEvent->bConsumeInput = bConsumeInput;
InputKeyEvent->bExecuteWhenPaused = bExecuteWhenPaused;
InputKeyEvent->bOverrideParentBinding = bOverrideParentBinding;
InputKeyEvent->InputKeyEvent = KeyEvent;
InputKeyEvent->EventSignatureName = TEXT("InputActionHandlerDynamicSignature__DelegateSignature");
InputKeyEvent->EventSignatureClass = UInputComponent::StaticClass();
InputKeyEvent->bInternalEvent = true;
InputKeyEvent->AllocateDefaultPins();
// Move any exec links from the InputActionNode pin to the InputActionEvent node
UEdGraphPin* EventOutput = CompilerContext.GetSchema()->FindExecutionPin(*InputKeyEvent, EGPD_Output);
if(EventOutput != NULL)
{
CompilerContext.MovePinLinksToIntermediate(*InputKeyPin, *EventOutput);
}
}
}
void UK2Node_InputKey::ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
Super::ExpandNode(CompilerContext, SourceGraph);
if (CompilerContext.bIsFullCompile)
{
CreateInputKeyEvent(CompilerContext, SourceGraph, GetPressedPin(), IE_Pressed);
CreateInputKeyEvent(CompilerContext, SourceGraph, GetReleasedPin(), IE_Released);
}
}
void UK2Node_InputKey::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
TArray<FKey> AllKeys;
EKeys::GetAllKeys(AllKeys);
auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FKey Key)
{
UK2Node_InputKey* InputNode = CastChecked<UK2Node_InputKey>(NewNode);
InputNode->InputKey = 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)
{
// these will be handled by UK2Node_GetInputAxisKeyValue and UK2Node_GetInputVectorAxisValue respectively
if (!Key.IsBindableInBlueprints() || Key.IsFloatAxis() || Key.IsVectorAxis())
{
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_InputKey::GetMenuCategory() const
{
enum EAxisKeyCategory
{
GamepadKeyCategory,
MouseButtonCategory,
KeyEventCategory,
AxisKeyCategory_MAX,
};
static FNodeTextCache CachedCategories[AxisKeyCategory_MAX];
FText SubCategory;
EAxisKeyCategory CategoryIndex = AxisKeyCategory_MAX;
if (InputKey.IsGamepadKey())
{
SubCategory = LOCTEXT("GamepadCategory", "Gamepad Events");
CategoryIndex = GamepadKeyCategory;
}
else if (InputKey.IsMouseButton())
{
SubCategory = LOCTEXT("MouseCategory", "Mouse Events");
CategoryIndex = MouseButtonCategory;
}
else
{
SubCategory = LOCTEXT("KeyEventsCategory", "Key Events");
CategoryIndex = KeyEventCategory;
}
if (CachedCategories[CategoryIndex].IsOutOfDate())
{
// FText::Format() is slow, so we cache this to save on performance
CachedCategories[CategoryIndex] = FEditorCategoryUtils::BuildCategoryString(FCommonEditorCategory::Input, SubCategory);
}
return CachedCategories[CategoryIndex];
}
FBlueprintNodeSignature UK2Node_InputKey::GetSignature() const
{
FBlueprintNodeSignature NodeSignature = Super::GetSignature();
NodeSignature.AddKeyValue(InputKey.ToString());
return NodeSignature;
}
#undef LOCTEXT_NAMESPACE