Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_GetInputVectorAxisValue.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

111 lines
4.4 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "K2Node_GetInputVectorAxisValue.h"
#include "CompilerResultsLog.h"
#include "BlueprintNodeSpawner.h"
#include "Engine/InputVectorAxisDelegateBinding.h"
#include "BlueprintActionDatabaseRegistrar.h"
UK2Node_GetInputVectorAxisValue::UK2Node_GetInputVectorAxisValue(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bConsumeInput = true;
}
void UK2Node_GetInputVectorAxisValue::Initialize(const FKey AxisKey)
{
InputAxisKey = AxisKey;
SetFromFunction(AActor::StaticClass()->FindFunctionByName(TEXT("GetInputVectorAxisValue")));
}
FString UK2Node_GetInputVectorAxisValue::GetKeywords() const
{
return TEXT("Get");
}
FText UK2Node_GetInputVectorAxisValue::GetTooltipText() const
{
FFormatNamedArguments Args;
Args.Add(TEXT("AxisKey"), InputAxisKey.GetDisplayName());
return FText::Format(NSLOCTEXT("K2Node", "GetInputVectorAxis_Tooltip", "Returns the current value of input axis key {AxisKey}. If input is disabled for the actor the value will be (0, 0, 0)."), Args);
}
void UK2Node_GetInputVectorAxisValue::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
{
// Skip GetInputKeyAxisValue validation
UK2Node_CallFunction::ValidateNodeDuringCompilation(MessageLog);
if (!InputAxisKey.IsValid())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Invalid_GetInputVectorAxis_Warning", "GetInputVectorAxis Value specifies invalid FKey'{0}' for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this);
}
else if (!InputAxisKey.IsVectorAxis())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotAxis_GetInputVectorAxis_Warning", "GetInputVectorAxis Value specifies FKey'{0}' which is not a vector axis for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this);
}
else if (!InputAxisKey.IsBindableInBlueprints())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotBindanble_GetInputVectorAxis_Warning", "GetInputVectorAxis Value specifies FKey'{0}' that is not blueprint bindable for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this);
}
}
UClass* UK2Node_GetInputVectorAxisValue::GetDynamicBindingClass() const
{
return UInputVectorAxisDelegateBinding::StaticClass();
}
void UK2Node_GetInputVectorAxisValue::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
{
UInputVectorAxisDelegateBinding* InputVectorAxisBindingObject = CastChecked<UInputVectorAxisDelegateBinding>(BindingObject);
FBlueprintInputAxisKeyDelegateBinding Binding;
Binding.AxisKey = InputAxisKey;
Binding.bConsumeInput = bConsumeInput;
Binding.bExecuteWhenPaused = bExecuteWhenPaused;
InputVectorAxisBindingObject->InputAxisKeyDelegateBindings.Add(Binding);
}
void UK2Node_GetInputVectorAxisValue::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
TArray<FKey> AllKeys;
EKeys::GetAllKeys(AllKeys);
auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FKey Key)
{
UK2Node_GetInputVectorAxisValue* InputNode = CastChecked<UK2Node_GetInputVectorAxisValue>(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.IsVectorAxis())
{
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->DefaultMenuSignature.MenuName = FText::Format(NSLOCTEXT("K2Node_GetInputVectorAxisValue", "MenuName", "Get {0}"), Key.GetDisplayName());
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeInputNodeLambda, Key);
ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
}
}