// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. #include "BlueprintGraphPrivatePCH.h" #include "K2Node_InputAxisKeyEvent.h" #include "CompilerResultsLog.h" #include "BlueprintNodeSpawner.h" #include "EditorCategoryUtils.h" #include "Engine/InputAxisKeyDelegateBinding.h" #define LOCTEXT_NAMESPACE "UK2Node_InputAxisKeyEvent" UK2Node_InputAxisKeyEvent::UK2Node_InputAxisKeyEvent(const class FPostConstructInitializeProperties& PCIP) : Super(PCIP) { bConsumeInput = true; bOverrideParentBinding = true; bInternalEvent = true; EventSignatureName = TEXT("InputAxisHandlerDynamicSignature__DelegateSignature"); EventSignatureClass = UInputComponent::StaticClass(); } void UK2Node_InputAxisKeyEvent::Initialize(const FKey InAxisKey) { AxisKey = InAxisKey; CustomFunctionName = FName(*FString::Printf(TEXT("InpAxisKeyEvt_%s_%s"), *AxisKey.ToString(), *GetName())); } FText UK2Node_InputAxisKeyEvent::GetNodeTitle(ENodeTitleType::Type TitleType) const { return AxisKey.GetDisplayName(); } FString UK2Node_InputAxisKeyEvent::GetTooltip() const { return FString::Printf(*NSLOCTEXT("K2Node", "InputAxisKey_Tooltip", "Event that provides the current value of the %s axis once per frame when input is enabled for the containing actor.").ToString(), *AxisKey.GetDisplayName().ToString()); } void UK2Node_InputAxisKeyEvent::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const { Super::ValidateNodeDuringCompilation(MessageLog); if (!AxisKey.IsValid()) { MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Invalid_InputAxisKey_Warning", "InputAxisKey Event specifies invalid FKey'{0}' for @@"), FText::FromString(AxisKey.ToString())).ToString(), this); } else if (!AxisKey.IsFloatAxis()) { MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotAxis_InputAxisKey_Warning", "InputAxisKey Event specifies FKey'{0}' which is not a float axis for @@"), FText::FromString(AxisKey.ToString())).ToString(), this); } else if (!AxisKey.IsBindableInBlueprints()) { MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotBindable_InputAxisKey_Warning", "InputAxisKey Event specifies FKey'{0}' that is not blueprint bindable for @@"), FText::FromString(AxisKey.ToString())).ToString(), this); } } UClass* UK2Node_InputAxisKeyEvent::GetDynamicBindingClass() const { return UInputAxisKeyDelegateBinding::StaticClass(); } FName UK2Node_InputAxisKeyEvent::GetPaletteIcon(FLinearColor& OutColor) const { if (AxisKey.IsMouseButton()) { return TEXT("GraphEditor.MouseEvent_16x"); } else if (AxisKey.IsGamepadKey()) { return TEXT("GraphEditor.PadEvent_16x"); } else { return TEXT("GraphEditor.KeyEvent_16x"); } } void UK2Node_InputAxisKeyEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const { UInputAxisKeyDelegateBinding* InputAxisKeyBindingObject = CastChecked(BindingObject); FBlueprintInputAxisKeyDelegateBinding Binding; Binding.AxisKey = AxisKey; Binding.bConsumeInput = bConsumeInput; Binding.bExecuteWhenPaused = bExecuteWhenPaused; Binding.bOverrideParentBinding = bOverrideParentBinding; Binding.FunctionNameToBind = CustomFunctionName; InputAxisKeyBindingObject->InputAxisKeyDelegateBindings.Add(Binding); } bool UK2Node_InputAxisKeyEvent::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) { bIsCompatible = Blueprint->ParentClass->IsChildOf(AActor::StaticClass()); } return bIsCompatible && Super::IsCompatibleWithGraph(TargetGraph); } void UK2Node_InputAxisKeyEvent::GetMenuActions(TArray& ActionListOut) const { TArray AllKeys; EKeys::GetAllKeys(AllKeys); for (FKey const Key : AllKeys) { if (!Key.IsBindableInBlueprints() || !Key.IsFloatAxis()) { continue; } UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass()); check(NodeSpawner != nullptr); auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FKey Key) { UK2Node_InputAxisKeyEvent* InputNode = CastChecked(NewNode); InputNode->Initialize(Key); }; NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeInputNodeLambda, Key); ActionListOut.Add(NodeSpawner); } } FText UK2Node_InputAxisKeyEvent::GetMenuCategory() const { FText SubCategory; if (AxisKey.IsGamepadKey()) { SubCategory = LOCTEXT("GamepadCategory", "Gamepad Events"); } else if (AxisKey.IsMouseButton()) { SubCategory = LOCTEXT("MouseCategory", "Mouse Events"); } else { SubCategory = LOCTEXT("KeyEventsCategory", "Key Events"); } return FEditorCategoryUtils::BuildCategoryString(FCommonEditorCategory::Input, SubCategory); } #undef LOCTEXT_NAMESPACE