// Copyright Epic Games, Inc. All Rights Reserved. #include "K2Node_InputAxisEvent.h" #include "BlueprintActionDatabase.h" #include "BlueprintActionDatabaseRegistrar.h" #include "BlueprintNodeSpawner.h" #include "Containers/Array.h" #include "Containers/UnrealString.h" #include "Delegates/Delegate.h" #include "EdGraph/EdGraph.h" #include "EdGraphSchema_K2.h" #include "Editor.h" #include "EditorCategoryUtils.h" #include "Engine/Blueprint.h" #include "Engine/DynamicBlueprintBinding.h" #include "Engine/InputAxisDelegateBinding.h" #include "Engine/MemberReference.h" #include "GameFramework/InputSettings.h" #include "HAL/PlatformCrt.h" #include "Internationalization/Internationalization.h" #include "KismetCompiler.h" #include "Kismet2/BlueprintEditorUtils.h" #include "Kismet2/CompilerResultsLog.h" #include "Misc/AssertionMacros.h" #include "Serialization/Archive.h" #include "Templates/Casts.h" #include "Templates/SubclassOf.h" #include "UObject/Class.h" #include "UObject/ObjectVersion.h" #include "Blueprint/UserWidget.h" #define LOCTEXT_NAMESPACE "K2Node_InputAxisEvent" UK2Node_InputAxisEvent::UK2Node_InputAxisEvent(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { bConsumeInput = true; bOverrideParentBinding = true; bInternalEvent = true; EventReference.SetExternalDelegateMember(FName(TEXT("InputAxisHandlerDynamicSignature__DelegateSignature"))); } void UK2Node_InputAxisEvent::Serialize(FArchive& Ar) { Super::Serialize(Ar); if(Ar.IsLoading()) { if(Ar.UEVer() < VER_UE4_K2NODE_EVENT_MEMBER_REFERENCE && EventSignatureName_DEPRECATED.IsNone() && EventSignatureClass_DEPRECATED == nullptr) { EventReference.SetExternalDelegateMember(TEXT("InputAxisHandlerDynamicSignature__DelegateSignature")); } } } void UK2Node_InputAxisEvent::PostLoad() { Super::PostLoad(); if (GetLinkerUEVersion() < VER_UE4_BLUEPRINT_INPUT_BINDING_OVERRIDES) { // Don't change existing behaviors bOverrideParentBinding = false; } } void UK2Node_InputAxisEvent::Initialize(const FName AxisName) { InputAxisName = AxisName; CustomFunctionName = FName( *FString::Printf(TEXT("InpAxisEvt_%s_%s"), *InputAxisName.ToString(), *GetName())); } FText UK2Node_InputAxisEvent::GetNodeTitle(ENodeTitleType::Type TitleType) const { if (TitleType == ENodeTitleType::MenuTitle) { return FText::FromName(InputAxisName); } else if (CachedNodeTitle.IsOutOfDate(this)) { FFormatNamedArguments Args; Args.Add(TEXT("InputAxisName"), FText::FromName(InputAxisName)); FText LocFormat = NSLOCTEXT("K2Node", "InputAxis_Name", "InputAxis {InputAxisName}"); // FText::Format() is slow, so we cache this to save on performance CachedNodeTitle.SetCachedText(FText::Format(LocFormat, Args), this); } return CachedNodeTitle; } FText UK2Node_InputAxisEvent::GetTooltipText() const { if (CachedTooltip.IsOutOfDate(this)) { // FText::Format() is slow, so we cache this to save on performance CachedTooltip.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "InputAxis_Tooltip", "Event that provides the current value of the {0} axis once per frame when input is enabled for the containing actor."), FText::FromName(InputAxisName)), this); } return CachedTooltip; } void UK2Node_InputAxisEvent::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const { Super::ValidateNodeDuringCompilation(MessageLog); TArray AxisNames; GetDefault()->GetAxisNames(AxisNames); if (!AxisNames.Contains(InputAxisName)) { MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "MissingInputAxisEvent_WarningFmt", "Input Axis Event references unknown Axis '{0}' for @@"), FText::FromString(InputAxisName.ToString())).ToString(), this); } } UClass* UK2Node_InputAxisEvent::GetDynamicBindingClass() const { return UInputAxisDelegateBinding::StaticClass(); } void UK2Node_InputAxisEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const { UInputAxisDelegateBinding* InputAxisBindingObject = CastChecked(BindingObject); FBlueprintInputAxisDelegateBinding Binding; Binding.InputAxisName = InputAxisName; Binding.bConsumeInput = bConsumeInput; Binding.bExecuteWhenPaused = bExecuteWhenPaused; Binding.bOverrideParentBinding = bOverrideParentBinding; Binding.FunctionNameToBind = CustomFunctionName; InputAxisBindingObject->InputAxisDelegateBindings.Add(Binding); } bool UK2Node_InputAxisEvent::IsCompatibleWithGraph(const UEdGraph* TargetGraph) const { // By default, to be safe, we don't allow events to be pasted, except under special circumstances (see below) bool bIsCompatible = false; // Find the Blueprint that owns the target graph UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(TargetGraph); if (Blueprint && Blueprint->SkeletonGeneratedClass) { UEdGraphSchema_K2 const* K2Schema = Cast(TargetGraph->GetSchema()); bool const bIsConstructionScript = (K2Schema != nullptr) ? UEdGraphSchema_K2::IsConstructionScript(TargetGraph) : false; bIsCompatible = Blueprint && Blueprint->SupportsInputEvents() && !bIsConstructionScript; } return bIsCompatible && Super::IsCompatibleWithGraph(TargetGraph); } void UK2Node_InputAxisEvent::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const { TArray AxisNames; GetDefault()->GetAxisNames(AxisNames); auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FName AxisName) { UK2Node_InputAxisEvent* InputNode = CastChecked(NewNode); InputNode->Initialize(AxisName); }; // 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)) { auto RefreshClassActions = []() { FBlueprintActionDatabase::Get().RefreshClassActions(StaticClass()); }; static bool bRegisterOnce = true; if(bRegisterOnce) { bRegisterOnce = false; FEditorDelegates::OnActionAxisMappingsChanged.AddStatic(RefreshClassActions); } for (const FName& AxisName : AxisNames) { UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass()); check(NodeSpawner != nullptr); NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeInputNodeLambda, AxisName); ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner); } } } FText UK2Node_InputAxisEvent::GetMenuCategory() const { static FNodeTextCache CachedCategory; if (CachedCategory.IsOutOfDate(this)) { // FText::Format() is slow, so we cache this to save on performance CachedCategory.SetCachedText(FEditorCategoryUtils::BuildCategoryString(FCommonEditorCategory::Input, LOCTEXT("ActionMenuCategory", "Axis Events")), this); } return CachedCategory; } FBlueprintNodeSignature UK2Node_InputAxisEvent::GetSignature() const { FBlueprintNodeSignature NodeSignature = Super::GetSignature(); NodeSignature.AddKeyValue(InputAxisName.ToString()); return NodeSignature; } void UK2Node_InputAxisEvent::ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) { Super::ExpandNode(CompilerContext, SourceGraph); // Widget blueprints require the bAutomaticallyRegisterInputOnConstruction to be set to true in order to receive callbacks CompilerContext.AddPostCDOCompiledStep([](const UObject::FPostCDOCompiledContext& Context, UObject* NewCDO) { if (UUserWidget* Widget = Cast(NewCDO)) { Widget->bAutomaticallyRegisterInputOnConstruction = true; } }); } #undef LOCTEXT_NAMESPACE