// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. #include "BlueprintGraphPrivatePCH.h" #include "K2Node_GetInputAxisValue.h" #include "CompilerResultsLog.h" UK2Node_GetInputAxisValue::UK2Node_GetInputAxisValue(const class FPostConstructInitializeProperties& PCIP) : Super(PCIP) { bConsumeInput = true; } void UK2Node_GetInputAxisValue::AllocateDefaultPins() { Super::AllocateDefaultPins(); UEdGraphPin* InputAxisNamePin = FindPinChecked(TEXT("InputAxisName")); InputAxisNamePin->DefaultValue = InputAxisName.ToString(); } void UK2Node_GetInputAxisValue::Initialize(const FName AxisName) { InputAxisName = AxisName; SetFromFunction(AActor::StaticClass()->FindFunctionByName(TEXT("GetInputAxisValue"))); } FText UK2Node_GetInputAxisValue::GetNodeTitle(ENodeTitleType::Type TitleType) const { FFormatNamedArguments Args; Args.Add(TEXT("InputAxisName"), FText::FromName(InputAxisName)); return FText::Format(NSLOCTEXT("K2Node", "GetInputAxis_Name", "Get {InputAxisName}"), Args); } FString UK2Node_GetInputAxisValue::GetNodeNativeTitle(ENodeTitleType::Type TitleType) const { // Do not setup this function for localization, intentionally left unlocalized! return FString::Printf(TEXT("Get %s"), *InputAxisName.ToString()); } FString UK2Node_GetInputAxisValue::GetTooltip() const { return FString::Printf(*NSLOCTEXT("K2Node", "GetInputAxis_Tooltip", "Returns the current value of input axis %s. If input is disabled for the actor the value will be 0.").ToString(), *InputAxisName.ToString()); } void UK2Node_GetInputAxisValue::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const { Super::ValidateNodeDuringCompilation(MessageLog); TArray AxisNames; GetDefault()->GetAxisNames(AxisNames); if (!AxisNames.Contains(InputAxisName)) { MessageLog.Warning(*FString::Printf(*NSLOCTEXT("KismetCompiler", "MissingInputAxis_Warning", "Get Input Axis references unknown Axis '%s' for @@").ToString(), *InputAxisName.ToString()), this); } } UClass* UK2Node_GetInputAxisValue::GetDynamicBindingClass() const { return UInputAxisDelegateBinding::StaticClass(); } void UK2Node_GetInputAxisValue::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const { UInputAxisDelegateBinding* InputAxisBindingObject = CastChecked(BindingObject); FBlueprintInputAxisDelegateBinding Binding; Binding.InputAxisName = InputAxisName; Binding.bConsumeInput = bConsumeInput; Binding.bExecuteWhenPaused = bExecuteWhenPaused; InputAxisBindingObject->InputAxisDelegateBindings.Add(Binding); }