You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
221 lines
7.2 KiB
C++
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 |