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UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_TemporaryVariable.cpp

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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "KismetCompiler.h"
#include "BlueprintNodeSpawner.h"
#include "EditorCategoryUtils.h"
#include "BlueprintActionDatabaseRegistrar.h"
class FKCHandler_TemporaryVariable : public FNodeHandlingFunctor
{
public:
FKCHandler_TemporaryVariable(FKismetCompilerContext& InCompilerContext)
: FNodeHandlingFunctor(InCompilerContext)
{
}
virtual void RegisterNet(FKismetFunctionContext& Context, UEdGraphPin* Net) override
{
// This net is an anonymous temporary variable
FBPTerminal* Term = Context.CreateLocalTerminal(Context.IsEventGraph() ? ETerminalSpecification::TS_ForcedShared : ETerminalSpecification::TS_Unspecified);
FString NetName = Context.NetNameMap->MakeValidName(Net);
Term->CopyFromPin(Net, NetName);
UK2Node_TemporaryVariable* TempVarNode = CastChecked<UK2Node_TemporaryVariable>(Net->GetOwningNode());
Term->bIsSavePersistent = TempVarNode->bIsPersistent;
Context.NetMap.Add(Net, Term);
}
};
UK2Node_TemporaryVariable::UK2Node_TemporaryVariable(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
, bIsPersistent(false)
{
}
void UK2Node_TemporaryVariable::AllocateDefaultPins()
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* VariablePin = CreatePin(EGPD_Output, TEXT(""), TEXT(""), NULL, false, false, TEXT("Variable"));
VariablePin->PinType = VariableType;
Super::AllocateDefaultPins();
}
FText UK2Node_TemporaryVariable::GetTooltipText() const
{
if (CachedTooltip.IsOutOfDate())
{
FFormatNamedArguments Args;
Args.Add(TEXT("VariableType"), UEdGraphSchema_K2::TypeToText(VariableType));
// FText::Format() is slow, so we cache this to save on performance
CachedTooltip = FText::Format(NSLOCTEXT("K2Node", "LocalTemporaryVariable", "Local temporary {VariableType} variable"), Args);
}
return CachedTooltip;
}
FText UK2Node_TemporaryVariable::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if (CachedNodeTitle.IsOutOfDate())
{
FFormatNamedArguments Args;
Args.Add(TEXT("VariableType"), UEdGraphSchema_K2::TypeToText(VariableType));
FText TitleFormat = !bIsPersistent ? NSLOCTEXT("K2Node", "LocalVariable", "Local {VariableType}") : NSLOCTEXT("K2Node", "PersistentLocalVariable", "Persistent Local {VariableType}");
// FText::Format() is slow, so we cache this to save on performance
CachedNodeTitle = FText::Format(TitleFormat, Args);
}
return CachedNodeTitle;
}
bool UK2Node_TemporaryVariable::IsNodePure() const
{
return true;
}
FString UK2Node_TemporaryVariable::GetDescriptiveCompiledName() const
{
FString Result = NSLOCTEXT("K2Node", "TempPinCategory", "Temp_").ToString() + VariableType.PinCategory;
if (!NodeComment.IsEmpty())
{
Result += TEXT("_");
Result += NodeComment;
}
// If this node is persistent, we need to add the NodeGuid, which should be propagated from the macro that created this, in order to ensure persistence
if (bIsPersistent)
{
Result += TEXT("_");
Result += NodeGuid.ToString();
}
return Result;
}
bool UK2Node_TemporaryVariable::IsCompatibleWithGraph(UEdGraph const* TargetGraph) const
{
bool bIsCompatible = Super::IsCompatibleWithGraph(TargetGraph);
if (bIsCompatible)
{
bIsCompatible = false;
EGraphType const GraphType = TargetGraph->GetSchema()->GetGraphType(TargetGraph);
if (GraphType == GT_Macro)
{
bIsCompatible = !bIsPersistent;
}
}
return bIsCompatible;
}
// get variable pin
UEdGraphPin* UK2Node_TemporaryVariable::GetVariablePin()
{
return FindPin(TEXT("Variable"));
}
FNodeHandlingFunctor* UK2Node_TemporaryVariable::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
{
return new FKCHandler_TemporaryVariable(CompilerContext);
}
void UK2Node_TemporaryVariable::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// 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();
// 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))
{
return;
}
auto MakeTempVarNodeSpawner = [](FEdGraphPinType const& VarType, bool bIsPersistent)
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(UK2Node_TemporaryVariable::StaticClass());
check(NodeSpawner != nullptr);
auto PostSpawnLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FEdGraphPinType VarType, bool bIsPersistent)
{
UK2Node_TemporaryVariable* TempVarNode = CastChecked<UK2Node_TemporaryVariable>(NewNode);
TempVarNode->VariableType = VarType;
TempVarNode->bIsPersistent = bIsPersistent;
};
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(PostSpawnLambda, VarType, bIsPersistent);
return NodeSpawner;
};
UEdGraphSchema_K2 const* K2Schema = GetDefault<UEdGraphSchema_K2>();
ActionRegistrar.AddBlueprintAction(ActionKey, MakeTempVarNodeSpawner(FEdGraphPinType(K2Schema->PC_Int, TEXT(""), nullptr, /*bIsArray =*/false, /*bIsReference =*/false), /*bIsPersistent =*/false));
ActionRegistrar.AddBlueprintAction(ActionKey, MakeTempVarNodeSpawner(FEdGraphPinType(K2Schema->PC_Int, TEXT(""), nullptr, /*bIsArray =*/ true, /*bIsReference =*/false), /*bIsPersistent =*/false));
ActionRegistrar.AddBlueprintAction(ActionKey, MakeTempVarNodeSpawner(FEdGraphPinType(K2Schema->PC_Float, TEXT(""), nullptr, /*bIsArray =*/false, /*bIsReference =*/false), /*bIsPersistent =*/false));
ActionRegistrar.AddBlueprintAction(ActionKey, MakeTempVarNodeSpawner(FEdGraphPinType(K2Schema->PC_Float, TEXT(""), nullptr, /*bIsArray =*/ true, /*bIsReference =*/false), /*bIsPersistent =*/false));
ActionRegistrar.AddBlueprintAction(ActionKey, MakeTempVarNodeSpawner(FEdGraphPinType(K2Schema->PC_Boolean, TEXT(""), nullptr, /*bIsArray =*/false, /*bIsReference =*/false), /*bIsPersistent =*/false));
ActionRegistrar.AddBlueprintAction(ActionKey, MakeTempVarNodeSpawner(FEdGraphPinType(K2Schema->PC_Boolean, TEXT(""), nullptr, /*bIsArray =*/ true, /*bIsReference =*/false), /*bIsPersistent =*/false));
ActionRegistrar.AddBlueprintAction(ActionKey, MakeTempVarNodeSpawner(FEdGraphPinType(K2Schema->PC_String, TEXT(""), nullptr, /*bIsArray =*/false, /*bIsReference =*/false), /*bIsPersistent =*/false));
ActionRegistrar.AddBlueprintAction(ActionKey, MakeTempVarNodeSpawner(FEdGraphPinType(K2Schema->PC_String, TEXT(""), nullptr, /*bIsArray =*/ true, /*bIsReference =*/false), /*bIsPersistent =*/false));
ActionRegistrar.AddBlueprintAction(ActionKey, MakeTempVarNodeSpawner(FEdGraphPinType(K2Schema->PC_Text, TEXT(""), nullptr, /*bIsArray =*/false, /*bIsReference =*/false), /*bIsPersistent =*/false));
ActionRegistrar.AddBlueprintAction(ActionKey, MakeTempVarNodeSpawner(FEdGraphPinType(K2Schema->PC_Text, TEXT(""), nullptr, /*bIsArray =*/ true, /*bIsReference =*/false), /*bIsPersistent =*/false));
UScriptStruct* VectorStruct = FindObjectChecked<UScriptStruct>(UObject::StaticClass(), TEXT("Vector"));
ActionRegistrar.AddBlueprintAction(ActionKey, MakeTempVarNodeSpawner(FEdGraphPinType(K2Schema->PC_Struct, TEXT("Vector"), VectorStruct, /*bIsArray =*/false, /*bIsReference =*/false), /*bIsPersistent =*/false));
ActionRegistrar.AddBlueprintAction(ActionKey, MakeTempVarNodeSpawner(FEdGraphPinType(K2Schema->PC_Struct, TEXT("Vector"), VectorStruct, /*bIsArray =*/ true, /*bIsReference =*/false), /*bIsPersistent =*/false));
UScriptStruct* RotatorStruct = FindObjectChecked<UScriptStruct>(UObject::StaticClass(), TEXT("Rotator"));
ActionRegistrar.AddBlueprintAction(ActionKey, MakeTempVarNodeSpawner(FEdGraphPinType(K2Schema->PC_Struct, TEXT("Rotator"), RotatorStruct, /*bIsArray =*/false, /*bIsReference =*/false), /*bIsPersistent =*/false));
ActionRegistrar.AddBlueprintAction(ActionKey, MakeTempVarNodeSpawner(FEdGraphPinType(K2Schema->PC_Struct, TEXT("Rotator"), RotatorStruct, /*bIsArray =*/ true, /*bIsReference =*/false), /*bIsPersistent =*/false));
UScriptStruct* TransformStruct = FindObjectChecked<UScriptStruct>(UObject::StaticClass(), TEXT("Transform"));
ActionRegistrar.AddBlueprintAction(ActionKey, MakeTempVarNodeSpawner(FEdGraphPinType(K2Schema->PC_Struct, TEXT("Transform"), TransformStruct, /*bIsArray =*/false, /*bIsReference =*/false), /*bIsPersistent =*/false));
ActionRegistrar.AddBlueprintAction(ActionKey, MakeTempVarNodeSpawner(FEdGraphPinType(K2Schema->PC_Struct, TEXT("Transform"), TransformStruct, /*bIsArray =*/ true, /*bIsReference =*/false), /*bIsPersistent =*/false));
UScriptStruct* BlendSampleStruct = FindObjectChecked<UScriptStruct>(ANY_PACKAGE, TEXT("BlendSampleData"));
ActionRegistrar.AddBlueprintAction(ActionKey, MakeTempVarNodeSpawner(FEdGraphPinType(K2Schema->PC_Struct, TEXT("BlendSampleData"), BlendSampleStruct, /*bIsArray =*/false, /*bIsReference =*/false), /*bIsPersistent =*/false));
ActionRegistrar.AddBlueprintAction(ActionKey, MakeTempVarNodeSpawner(FEdGraphPinType(K2Schema->PC_Struct, TEXT("BlendSampleData"), BlendSampleStruct, /*bIsArray =*/ true, /*bIsReference =*/false), /*bIsPersistent =*/false));
// add persistent bool and int types (for macro graphs)
ActionRegistrar.AddBlueprintAction(ActionKey, MakeTempVarNodeSpawner(FEdGraphPinType(K2Schema->PC_Int, TEXT(""), nullptr, /*bIsArray =*/false, /*bIsReference =*/false), /*bIsPersistent =*/true));
ActionRegistrar.AddBlueprintAction(ActionKey, MakeTempVarNodeSpawner(FEdGraphPinType(K2Schema->PC_Boolean, TEXT(""), nullptr, /*bIsArray =*/false, /*bIsReference =*/false), /*bIsPersistent =*/true));
}
FText UK2Node_TemporaryVariable::GetMenuCategory() const
{
return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Macro);
}
FBlueprintNodeSignature UK2Node_TemporaryVariable::GetSignature() const
{
FBlueprintNodeSignature NodeSignature = Super::GetSignature();
FString TypeString;
if (bIsPersistent)
{
TypeString = TEXT("Persistent ");
}
TypeString += UEdGraphSchema_K2::TypeToText(VariableType).ToString();
static const FName VarTypeSignatureKey(TEXT("VarType"));
NodeSignature.AddNamedValue(VarTypeSignatureKey, TypeString);
return NodeSignature;
}