// Copyright 1998-2015 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" #include "GraphEditorSettings.h" #define LOCTEXT_NAMESPACE "UK2Node_InputKey" UK2Node_InputKey::UK2Node_InputKey(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { bConsumeInput = true; bOverrideParentBinding = true; #if PLATFORM_MAC && WITH_EDITOR if (IsTemplate()) { UProperty* ControlProp = GetClass()->FindPropertyByName(GET_MEMBER_NAME_CHECKED(UK2Node_InputKey, bControl)); UProperty* CommandProp = GetClass()->FindPropertyByName(GET_MEMBER_NAME_CHECKED(UK2Node_InputKey, bCommand)); ControlProp->SetMetaData(TEXT("DisplayName"), TEXT("Command")); CommandProp->SetMetaData(TEXT("DisplayName"), TEXT("Control")); } #endif } void UK2Node_InputKey::PostLoad() { Super::PostLoad(); if (GetLinkerUE4Version() < VER_UE4_BLUEPRINT_INPUT_BINDING_OVERRIDES) { // Don't change existing behaviors bOverrideParentBinding = false; } } void UK2Node_InputKey::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) { Super::PostEditChangeProperty(PropertyChangedEvent); CachedNodeTitle.Clear(); CachedTooltip.Clear(); } void UK2Node_InputKey::AllocateDefaultPins() { const UEdGraphSchema_K2* K2Schema = GetDefault(); 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()->EventNodeTitleColor; } FName UK2Node_InputKey::GetModifierName() const { FString ModName; bool bPlus = false; if (bControl) { ModName += TEXT("Ctrl"); bPlus = true; } if (bCommand) { if (bPlus) ModName += TEXT("+"); ModName += TEXT("Cmd"); bPlus = true; } if (bAlt) { if (bPlus) ModName += TEXT("+"); ModName += TEXT("Alt"); bPlus = true; } if (bShift) { if (bPlus) ModName += TEXT("+"); ModName += TEXT("Shift"); bPlus = true; } return FName(*ModName); } FText UK2Node_InputKey::GetModifierText() const { #if PLATFORM_MAC const FText CommandText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Control", "Ctrl"); const FText ControlText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Command", "Cmd"); #else const FText ControlText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Control", "Ctrl"); const FText CommandText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Command", "Cmd"); #endif const FText AltText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Alt", "Alt"); const FText ShiftText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Shift", "Shift"); const FText AppenderText = NSLOCTEXT("UK2Node_InputKey", "ModAppender", "+"); FFormatNamedArguments Args; int32 ModCount = 0; if (bControl) { Args.Add(FString::Printf(TEXT("Mod%d"),++ModCount), ControlText); } if (bCommand) { Args.Add(FString::Printf(TEXT("Mod%d"),++ModCount), CommandText); } if (bAlt) { Args.Add(FString::Printf(TEXT("Mod%d"),++ModCount), AltText); } if (bShift) { Args.Add(FString::Printf(TEXT("Mod%d"),++ModCount), ShiftText); } for (int32 i = 1; i <= 4; ++i) { if (i > ModCount) { Args.Add(FString::Printf(TEXT("Mod%d"), i), FText::GetEmpty()); } Args.Add(FString::Printf(TEXT("Appender%d"), i), (i < ModCount ? AppenderText : FText::GetEmpty())); } Args.Add(TEXT("Key"), GetKeyText()); return FText::Format(NSLOCTEXT("UK2Node_InputKey", "NodeTitle", "{Mod1}{Appender1}{Mod2}{Appender2}{Mod3}{Appender3}{Mod4}"), Args); } FText UK2Node_InputKey::GetKeyText() const { return InputKey.GetDisplayName(); } FText UK2Node_InputKey::GetNodeTitle(ENodeTitleType::Type TitleType) const { if (bControl || bAlt || bShift || bCommand) { if (CachedNodeTitle.IsOutOfDate(this)) { 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.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "InputKey_Name_WithModifiers", "{ModifierKey} {Key}"), Args), this); } return CachedNodeTitle; } else { return GetKeyText(); } } FText UK2Node_InputKey::GetTooltipText() const { if (CachedTooltip.IsOutOfDate(this)) { FText ModifierText = GetModifierText(); FText KeyText = GetKeyText(); // FText::Format() is slow, so we cache this to save on performance if (!ModifierText.IsEmpty()) { CachedTooltip.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "InputKey_Tooltip_Modifiers", "Events for when the {0} key is pressed or released while {1} is also held."), KeyText, ModifierText), this); } else { CachedTooltip.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "InputKey_Tooltip", "Events for when the {0} key is pressed or released."), KeyText), this); } } 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(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(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->EventReference.SetExternalDelegateMember(FName(TEXT("InputActionHandlerDynamicSignature__DelegateSignature"))); 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); CreateInputKeyEvent(CompilerContext, SourceGraph, GetPressedPin(), IE_Pressed); CreateInputKeyEvent(CompilerContext, SourceGraph, GetReleasedPin(), IE_Released); } void UK2Node_InputKey::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const { TArray AllKeys; EKeys::GetAllKeys(AllKeys); auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FKey Key) { UK2Node_InputKey* InputNode = CastChecked(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(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_InputKey::GetSignature() const { FBlueprintNodeSignature NodeSignature = Super::GetSignature(); NodeSignature.AddKeyValue(InputKey.ToString()); return NodeSignature; } #undef LOCTEXT_NAMESPACE