Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_InputKey.cpp
2014-03-14 14:13:41 -04:00

246 lines
7.4 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "CompilerResultsLog.h"
#include "KismetCompiler.h"
UK2Node_InputKey::UK2Node_InputKey(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
bConsumeInput = true;
bOverrideParentBinding = true;
}
void UK2Node_InputKey::PostLoad()
{
Super::PostLoad();
if (GetLinkerUE4Version() < VER_UE4_BLUEPRINT_INPUT_BINDING_OVERRIDES)
{
// Don't change existing behaviors
bOverrideParentBinding = false;
}
}
void UK2Node_InputKey::AllocateDefaultPins()
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
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 GEditor->AccessEditorUserSettings().EventNodeTitleColor;
}
FName UK2Node_InputKey::GetModifierName() const
{
if ( bControl && !bAlt && !bShift )
{
return FName("Ctrl");
}
else if ( bControl && bAlt && !bShift )
{
return FName("Ctrl+Alt");
}
else if ( bControl && !bAlt && bShift )
{
return FName("Ctrl+Shift");
}
else if ( bControl && bAlt && bShift )
{
return FName("Ctrl+Alt+Shift");
}
else if ( !bControl && bAlt && !bShift )
{
return FName("Alt");
}
else if ( !bControl && bAlt && bShift )
{
return FName("Alt+Shift");
}
else if ( !bControl && !bAlt && bShift )
{
return FName("Shift");
}
return NAME_None;
}
FText UK2Node_InputKey::GetModifierText() const
{
//@todo This should be unified with other places in the editor [10/11/2013 justin.sargent]
if ( bControl && !bAlt && !bShift )
{
#if PLATFORM_MAC
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Command", "Command");
#else
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Control", "Ctrl");
#endif
}
else if ( bControl && bAlt && !bShift )
{
#if PLATFORM_MAC
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Command + KeyName_Alt", "Command+Alt");
#else
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Control + KeyName_Alt", "Ctrl+Alt");
#endif
}
else if ( bControl && !bAlt && bShift )
{
#if PLATFORM_MAC
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Command + KeyName_Shift", "Command+Shift");
#else
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Control + KeyName_Shift", "Ctrl+Shift");
#endif
}
else if ( bControl && bAlt && bShift )
{
#if PLATFORM_MAC
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Command + KeyName_Alt + KeyName_Shift", "Command+Alt+Shift");
#else
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Control + KeyName_Alt + KeyName_Shift", "Ctrl+Alt+Shift");
#endif
}
else if ( !bControl && bAlt && !bShift )
{
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Alt", "Alt");
}
else if ( !bControl && bAlt && bShift )
{
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Alt + KeyName_Shift", "Alt+Shift");
}
else if ( !bControl && !bAlt && bShift )
{
return NSLOCTEXT("UK2Node_InputKey", "KeyName_Shift", "Shift");
}
return FText::GetEmpty();
}
FText UK2Node_InputKey::GetKeyText() const
{
return InputKey.GetDisplayName();
}
FString UK2Node_InputKey::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if (bControl || bAlt || bShift)
{
return FText::Format(NSLOCTEXT("K2Node", "InputKey_Name_WithModifiers", "{0} {1}"), GetModifierText(), GetKeyText()).ToString();
}
else
{
return FText::Format(NSLOCTEXT("K2Node", "InputKey_Name", "{0}"), GetKeyText()).ToString();
}
}
FString UK2Node_InputKey::GetTooltip() const
{
FText ModifierText = GetModifierText();
FText KeyText = GetKeyText();
if ( !ModifierText.IsEmpty() )
{
return FText::Format(NSLOCTEXT("K2Node", "InputKey_Tooltip_Modifiers", "Events for when the {0} key is pressed or released while {1} is also held."), KeyText, ModifierText).ToString();
}
return FText::Format(NSLOCTEXT("K2Node", "InputKey_Tooltip", "Events for when the {0} key is pressed or released."), KeyText).ToString();
}
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");
}
}
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.IsAxis())
{
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<UK2Node_InputKeyEvent>(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->bConsumeInput = bConsumeInput;
InputKeyEvent->bExecuteWhenPaused = bExecuteWhenPaused;
InputKeyEvent->bOverrideParentBinding = bOverrideParentBinding;
InputKeyEvent->InputKeyEvent = KeyEvent;
InputKeyEvent->EventSignatureName = TEXT("InputActionHandlerDynamicSignature__DelegateSignature");
InputKeyEvent->EventSignatureClass = UInputComponent::StaticClass();
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.CheckConnectionResponse(CompilerContext.GetSchema()->MovePinLinks(*InputKeyPin, *EventOutput), this);
}
}
}
void UK2Node_InputKey::ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
Super::ExpandNode(CompilerContext, SourceGraph);
if (CompilerContext.bIsFullCompile)
{
CreateInputKeyEvent(CompilerContext, SourceGraph, GetPressedPin(), IE_Pressed);
CreateInputKeyEvent(CompilerContext, SourceGraph, GetReleasedPin(), IE_Released);
}
}