// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. #include "BlueprintGraphPrivatePCH.h" #include "K2Node_InputActionEvent.h" #include "CompilerResultsLog.h" #include "KismetCompiler.h" #include "BlueprintNodeSpawner.h" #include "EditorCategoryUtils.h" #include "BlueprintEditorUtils.h" #include "EdGraphSchema_K2.h" #include "BlueprintActionDatabaseRegistrar.h" #define LOCTEXT_NAMESPACE "K2Node_InputAction" UK2Node_InputAction::UK2Node_InputAction(const class FPostConstructInitializeProperties& PCIP) : Super(PCIP) { bConsumeInput = true; bOverrideParentBinding = true; } void UK2Node_InputAction::PostLoad() { Super::PostLoad(); if (GetLinkerUE4Version() < VER_UE4_BLUEPRINT_INPUT_BINDING_OVERRIDES) { // Don't change existing behaviors bOverrideParentBinding = false; } } void UK2Node_InputAction::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_InputAction::GetNodeTitleColor() const { return GetDefault()->EventNodeTitleColor; } FText UK2Node_InputAction::GetNodeTitle(ENodeTitleType::Type TitleType) const { if (TitleType == ENodeTitleType::MenuTitle) { return FText::FromName(InputActionName); } else if (CachedNodeTitle.IsOutOfDate()) { FFormatNamedArguments Args; Args.Add(TEXT("InputActionName"), FText::FromName(InputActionName)); FText LocFormat = NSLOCTEXT("K2Node", "InputAction_Name", "InputAction {InputActionName}"); // FText::Format() is slow, so we cache this to save on performance CachedNodeTitle = FText::Format(LocFormat, Args); } return CachedNodeTitle; } FText UK2Node_InputAction::GetTooltipText() const { if (CachedTooltip.IsOutOfDate()) { // FText::Format() is slow, so we cache this to save on performance CachedTooltip = FText::Format(NSLOCTEXT("K2Node", "InputAction_Tooltip", "Event for when the keys bound to input action {0} are pressed or released."), FText::FromName(InputActionName)); } return CachedTooltip; } bool UK2Node_InputAction::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_InputAction::GetPressedPin() const { return FindPin(TEXT("Pressed")); } UEdGraphPin* UK2Node_InputAction::GetReleasedPin() const { return FindPin(TEXT("Released")); } void UK2Node_InputAction::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const { Super::ValidateNodeDuringCompilation(MessageLog); TArray ActionNames; GetDefault()->GetActionNames(ActionNames); if (!ActionNames.Contains(InputActionName)) { MessageLog.Warning(*FString::Printf(*NSLOCTEXT("KismetCompiler", "MissingInputAction_Warning", "InputAction Event references unknown Action '%s' for @@").ToString(), *InputActionName.ToString()), this); } } void UK2Node_InputAction::CreateInputActionEvent(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph, UEdGraphPin* InputActionPin, const EInputEvent InputKeyEvent) { if (InputActionPin->LinkedTo.Num() > 0) { UK2Node_InputActionEvent* InputActionEvent = CompilerContext.SpawnIntermediateNode(this, SourceGraph); InputActionEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpActEvt_%s_%s"), *InputActionName.ToString(), *InputActionEvent->GetName())); InputActionEvent->InputActionName = InputActionName; InputActionEvent->bConsumeInput = bConsumeInput; InputActionEvent->bExecuteWhenPaused = bExecuteWhenPaused; InputActionEvent->bOverrideParentBinding = bOverrideParentBinding; InputActionEvent->InputKeyEvent = InputKeyEvent; InputActionEvent->EventSignatureName = TEXT("InputActionHandlerDynamicSignature__DelegateSignature"); InputActionEvent->EventSignatureClass = UInputComponent::StaticClass(); InputActionEvent->bInternalEvent = true; InputActionEvent->AllocateDefaultPins(); // Move any exec links from the InputActionNode pin to the InputActionEvent node UEdGraphPin* EventOutput = CompilerContext.GetSchema()->FindExecutionPin(*InputActionEvent, EGPD_Output); if(EventOutput != NULL) { CompilerContext.MovePinLinksToIntermediate(*InputActionPin, *EventOutput); } } } void UK2Node_InputAction::ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) { Super::ExpandNode(CompilerContext, SourceGraph); if (CompilerContext.bIsFullCompile) { CreateInputActionEvent(CompilerContext, SourceGraph, GetPressedPin(), IE_Pressed); CreateInputActionEvent(CompilerContext, SourceGraph, GetReleasedPin(), IE_Released); } } void UK2Node_InputAction::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const { TArray ActionNames; GetDefault()->GetActionNames(ActionNames); auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FName ActionName) { UK2Node_InputAction* InputNode = CastChecked(NewNode); InputNode->InputActionName = ActionName; }; // 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 (FName const InputActionName : ActionNames) { // 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, InputActionName); ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner); } } FText UK2Node_InputAction::GetMenuCategory() const { static FNodeTextCache CachedCategory; if (CachedCategory.IsOutOfDate()) { // FText::Format() is slow, so we cache this to save on performance CachedCategory = FEditorCategoryUtils::BuildCategoryString(FCommonEditorCategory::Input, LOCTEXT("ActionMenuCategory", "Action Events")); } return CachedCategory; } FBlueprintNodeSignature UK2Node_InputAction::GetSignature() const { FBlueprintNodeSignature NodeSignature = Super::GetSignature(); NodeSignature.AddKeyValue(InputActionName.ToString()); return NodeSignature; } #undef LOCTEXT_NAMESPACE