// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. #include "BlueprintGraphPrivatePCH.h" #include "KismetCompiler.h" #include "BlueprintNodeSpawner.h" #include "EditorCategoryUtils.h" #include "BlueprintActionDatabaseRegistrar.h" #define LOCTEXT_NAMESPACE "K2Node_Self" class FKCHandler_Self : public FNodeHandlingFunctor { public: FKCHandler_Self(FKismetCompilerContext& InCompilerContext) : FNodeHandlingFunctor(InCompilerContext) { } virtual void RegisterNets(FKismetFunctionContext& Context, UEdGraphNode* Node) override { UK2Node_Self* SelfNode = CastChecked(Node); const UEdGraphSchema_K2* Schema = GetDefault(); UEdGraphPin* VarPin = SelfNode->FindPin(Schema->PN_Self); check( VarPin ); FBPTerminal* Term = new (Context.Literals) FBPTerminal(); Term->CopyFromPin(VarPin, VarPin->PinName); Term->bIsLiteral = true; Context.NetMap.Add(VarPin, Term); } }; UK2Node_Self::UK2Node_Self(const class FPostConstructInitializeProperties& PCIP) : Super(PCIP) { } void UK2Node_Self::AllocateDefaultPins() { const UEdGraphSchema_K2* K2Schema = GetDefault(); CreatePin(EGPD_Output, K2Schema->PC_Object, K2Schema->PSC_Self, NULL, false, false, K2Schema->PN_Self); Super::AllocateDefaultPins(); } FText UK2Node_Self::GetTooltipText() const { return NSLOCTEXT("K2Node", "GetSelfReference", "Gets a reference to this instance of the blueprint"); } FString UK2Node_Self::GetKeywords() const { return TEXT("This"); } FText UK2Node_Self::GetNodeTitle(ENodeTitleType::Type TitleType) const { FText NodeTitle = NSLOCTEXT("K2Node", "SelfReferenceName", "Self-Reference"); if (TitleType == ENodeTitleType::MenuTitle) { NodeTitle = LOCTEXT("ListTitle", "Get a reference to self"); } return NodeTitle; } FNodeHandlingFunctor* UK2Node_Self::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const { return new FKCHandler_Self(CompilerContext); } void UK2Node_Self::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const { Super::ValidateNodeDuringCompilation(MessageLog); const UBlueprint* Blueprint = GetBlueprint(); const UClass* MyClass = Blueprint ? Blueprint->GeneratedClass : NULL; const bool bValidClass = !MyClass || !MyClass->IsChildOf(UBlueprintFunctionLibrary::StaticClass()); if (!bValidClass) { MessageLog.Warning(*NSLOCTEXT("K2Node", "InvalidSelfNode", "Self node @@ cannot be used in static library.").ToString(), this); } } void UK2Node_Self::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const { // 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(); // 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)) { UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass()); check(NodeSpawner != nullptr); ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner); } } FText UK2Node_Self::GetMenuCategory() const { return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Variables); } #undef LOCTEXT_NAMESPACE