// Copyright 1998-2015 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" #include "BlueprintEditorUtils.h" #include "EdGraphSchema_K2.h" #include "BlueprintActionDatabaseRegistrar.h" #define LOCTEXT_NAMESPACE "UK2Node_InputAxisKeyEvent" UK2Node_InputAxisKeyEvent::UK2Node_InputAxisKeyEvent(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { bConsumeInput = true; bOverrideParentBinding = true; bInternalEvent = true; EventReference.SetExternalDelegateMember(FName(TEXT("InputAxisHandlerDynamicSignature__DelegateSignature"))); } void UK2Node_InputAxisKeyEvent::Serialize(FArchive& Ar) { Super::Serialize(Ar); if(Ar.IsLoading()) { if(Ar.UE4Ver() < VER_UE4_K2NODE_EVENT_MEMBER_REFERENCE && EventSignatureName_DEPRECATED.IsNone() && EventSignatureClass_DEPRECATED == nullptr) { EventReference.SetExternalDelegateMember(FName(TEXT("InputAxisHandlerDynamicSignature__DelegateSignature"))); } } } 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(); } FText UK2Node_InputAxisKeyEvent::GetTooltipText() const { if (CachedTooltip.IsOutOfDate(this)) { // FText::Format() is slow, so we cache this to save on performance CachedTooltip.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "InputAxisKey_Tooltip", "Event that provides the current value of the {0} axis once per frame when input is enabled for the containing actor."), AxisKey.GetDisplayName()), this); } return CachedTooltip; } 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 != nullptr) { bIsCompatible = FBlueprintEditorUtils::IsActorBased(Blueprint) && Blueprint->SupportsInputEvents(); } UEdGraphSchema_K2 const* K2Schema = Cast(TargetGraph->GetSchema()); bool const bIsConstructionScript = (K2Schema != nullptr) ? K2Schema->IsConstructionScript(TargetGraph) : false; bIsCompatible &= !bIsConstructionScript; return bIsCompatible && Super::IsCompatibleWithGraph(TargetGraph); } void UK2Node_InputAxisKeyEvent::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const { TArray AllKeys; EKeys::GetAllKeys(AllKeys); auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FKey Key) { UK2Node_InputAxisKeyEvent* InputNode = CastChecked(NewNode); InputNode->Initialize(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) { if (!Key.IsBindableInBlueprints() || !Key.IsFloatAxis()) { 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_InputAxisKeyEvent::GetMenuCategory() const { enum EAxisKeyCategory { GamepadKeyCategory, MouseButtonCategory, KeyEventCategory, AxisKeyCategory_MAX, }; static FNodeTextCache CachedCategories[AxisKeyCategory_MAX]; FText SubCategory; EAxisKeyCategory CategoryIndex = AxisKeyCategory_MAX; if (AxisKey.IsGamepadKey()) { SubCategory = LOCTEXT("GamepadCategory", "Gamepad Events"); CategoryIndex = GamepadKeyCategory; } else if (AxisKey.IsMouseButton()) { SubCategory = LOCTEXT("MouseCategory", "Mouse Events"); CategoryIndex = MouseButtonCategory; } else { SubCategory = LOCTEXT("KeyEventsCategory", "Key Events"); CategoryIndex = KeyEventCategory; } if (CachedCategories[CategoryIndex].IsOutOfDate(this)) { // FText::Format() is slow, so we cache this to save on performance CachedCategories[CategoryIndex].SetCachedText(FEditorCategoryUtils::BuildCategoryString(FCommonEditorCategory::Input, SubCategory), this); } return CachedCategories[CategoryIndex]; } FBlueprintNodeSignature UK2Node_InputAxisKeyEvent::GetSignature() const { FBlueprintNodeSignature NodeSignature = Super::GetSignature(); NodeSignature.AddKeyValue(AxisKey.ToString()); return NodeSignature; } #undef LOCTEXT_NAMESPACE