Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_GetInputAxisKeyValue.cpp
Marc Audy 37feb6899d Add 'Get' as keyword for get input axis value blueprint nodes
[CL 2383385 by Marc Audy in Main branch]
2014-12-10 09:28:12 -05:00

221 lines
7.2 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "K2Node_GetInputAxisKeyValue.h"
#include "CompilerResultsLog.h"
#include "BlueprintNodeSpawner.h"
#include "EditorCategoryUtils.h"
#include "Engine/InputAxisKeyDelegateBinding.h"
#include "BlueprintEditorUtils.h"
#include "EdGraphSchema_K2.h"
#include "BlueprintActionDatabaseRegistrar.h"
#define LOCTEXT_NAMESPACE "K2Node_GetInputAxisKeyValue"
UK2Node_GetInputAxisKeyValue::UK2Node_GetInputAxisKeyValue(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bConsumeInput = true;
}
void UK2Node_GetInputAxisKeyValue::AllocateDefaultPins()
{
Super::AllocateDefaultPins();
UEdGraphPin* InputAxisKeyPin = FindPinChecked(TEXT("InputAxisKey"));
InputAxisKeyPin->DefaultValue = InputAxisKey.ToString();
}
void UK2Node_GetInputAxisKeyValue::Initialize(const FKey AxisKey)
{
InputAxisKey = AxisKey;
SetFromFunction(AActor::StaticClass()->FindFunctionByName(TEXT("GetInputAxisKeyValue")));
CachedTooltip.MarkDirty();
CachedNodeTitle.MarkDirty();
}
FText UK2Node_GetInputAxisKeyValue::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if (TitleType == ENodeTitleType::MenuTitle)
{
return InputAxisKey.GetDisplayName();
}
else if (CachedNodeTitle.IsOutOfDate())
{
FFormatNamedArguments Args;
Args.Add(TEXT("AxisKey"), InputAxisKey.GetDisplayName());
// FText::Format() is slow, so we cache this to save on performance
CachedNodeTitle = FText::Format(NSLOCTEXT("K2Node", "GetInputAxisKey_Name", "Get {AxisKey}"), Args);
}
return CachedNodeTitle;
}
FString UK2Node_GetInputAxisKeyValue::GetKeywords() const
{
return TEXT("Get");
}
FText UK2Node_GetInputAxisKeyValue::GetTooltipText() const
{
if (CachedTooltip.IsOutOfDate())
{
FFormatNamedArguments Args;
Args.Add(TEXT("AxisKey"), InputAxisKey.GetDisplayName());
// FText::Format() is slow, so we cache this to save on performance
CachedTooltip = FText::Format(NSLOCTEXT("K2Node", "GetInputAxisKey_Tooltip", "Returns the current value of input axis key {AxisKey}. If input is disabled for the actor the value will be 0."), Args);
}
return CachedTooltip;
}
bool UK2Node_GetInputAxisKeyValue::IsCompatibleWithGraph(UEdGraph const* Graph) const
{
UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(Graph);
UEdGraphSchema_K2 const* K2Schema = Cast<UEdGraphSchema_K2>(Graph->GetSchema());
bool const bIsConstructionScript = (K2Schema != nullptr) ? K2Schema->IsConstructionScript(Graph) : false;
return (Blueprint != nullptr) && Blueprint->SupportsInputEvents() && !bIsConstructionScript && Super::IsCompatibleWithGraph(Graph);
}
void UK2Node_GetInputAxisKeyValue::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
{
Super::ValidateNodeDuringCompilation(MessageLog);
if (!InputAxisKey.IsValid())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Invalid_GetInputAxisKey_Warning", "GetInputAxisKey Value specifies invalid FKey'{0}' for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this);
}
else if (!InputAxisKey.IsFloatAxis())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotAxis_GetInputAxisKey_Warning", "GetInputAxisKey Value specifies FKey'{0}' which is not a float axis for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this);
}
else if (!InputAxisKey.IsBindableInBlueprints())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotBindanble_GetInputAxisKey_Warning", "GetInputAxisKey Value specifies FKey'{0}' that is not blueprint bindable for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this);
}
}
UClass* UK2Node_GetInputAxisKeyValue::GetDynamicBindingClass() const
{
return UInputAxisKeyDelegateBinding::StaticClass();
}
void UK2Node_GetInputAxisKeyValue::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
{
UInputAxisKeyDelegateBinding* InputAxisKeyBindingObject = CastChecked<UInputAxisKeyDelegateBinding>(BindingObject);
FBlueprintInputAxisKeyDelegateBinding Binding;
Binding.AxisKey = InputAxisKey;
Binding.bConsumeInput = bConsumeInput;
Binding.bExecuteWhenPaused = bExecuteWhenPaused;
InputAxisKeyBindingObject->InputAxisKeyDelegateBindings.Add(Binding);
}
FName UK2Node_GetInputAxisKeyValue::GetPaletteIcon(FLinearColor& OutColor) const
{
if (InputAxisKey.IsMouseButton())
{
return TEXT("GraphEditor.MouseEvent_16x");
}
else if (InputAxisKey.IsGamepadKey())
{
return TEXT("GraphEditor.PadEvent_16x");
}
else
{
return TEXT("GraphEditor.KeyEvent_16x");
}
}
void UK2Node_GetInputAxisKeyValue::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
TArray<FKey> AllKeys;
EKeys::GetAllKeys(AllKeys);
auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FKey Key)
{
UK2Node_GetInputAxisKeyValue* InputNode = CastChecked<UK2Node_GetInputAxisKeyValue>(NewNode);
InputNode->Initialize(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)
{
if (!Key.IsBindableInBlueprints() || !Key.IsFloatAxis())
{
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_GetInputAxisKeyValue::GetMenuCategory() const
{
enum EAxisKeyCategory
{
GamepadKeyCategory,
MouseButtonCategory,
KeyValueCategory,
AxisKeyCategory_MAX,
};
static FNodeTextCache CachedCategories[AxisKeyCategory_MAX];
FText SubCategory;
EAxisKeyCategory CategoryIndex = AxisKeyCategory_MAX;
if (InputAxisKey.IsGamepadKey())
{
SubCategory = LOCTEXT("GamepadSubCategory", "Gamepad Values");
CategoryIndex = GamepadKeyCategory;
}
else if (InputAxisKey.IsMouseButton())
{
SubCategory = LOCTEXT("MouseSubCategory", "Mouse Values");
CategoryIndex = MouseButtonCategory;
}
else
{
SubCategory = LOCTEXT("KeySubCategory", "Key Values");
CategoryIndex = KeyValueCategory;
}
if (CachedCategories[CategoryIndex].IsOutOfDate())
{
// FText::Format() is slow, so we cache this to save on performance
CachedCategories[CategoryIndex] = FEditorCategoryUtils::BuildCategoryString(FCommonEditorCategory::Input, SubCategory);
}
return CachedCategories[CategoryIndex];
}
FBlueprintNodeSignature UK2Node_GetInputAxisKeyValue::GetSignature() const
{
FBlueprintNodeSignature NodeSignature = Super::GetSignature();
NodeSignature.AddKeyValue(InputAxisKey.ToString());
return NodeSignature;
}
#undef LOCTEXT_NAMESPACE