Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_ClassDynamicCast.cpp
guillaume guay 73bb263b8b Improved tooltip to display the class name over the casting options in blueprint editor.
[REVIEW] ben.zeigler
#reviewdoc https://docs.google.com/document/d/1NlqU50vIIPn4MBVxwLjOMfHdRB4R6GrqYEXTAq4hqGA/edit?usp=sharing
#rnx

#ROBOMERGE-AUTHOR: guillaume.guay
#ROBOMERGE-SOURCE: CL 19150810 via CL 19150884 via CL 19150903 via CL 19150927 via CL 19160433
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v921-19075845)

[CL 19161676 by guillaume guay in ue5-main branch]
2022-02-25 19:55:35 -05:00

117 lines
3.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "K2Node_ClassDynamicCast.h"
#include "GraphEditorSettings.h"
#include "EdGraphSchema_K2.h"
#include "DynamicCastHandler.h"
#include "Engine/Blueprint.h"
#include "UObject/Interface.h"
#define LOCTEXT_NAMESPACE "K2Node_ClassDynamicCast"
struct FClassDynamicCastHelper
{
static const FName CastSuccessPinName;
static const FName ClassToCastName;;
};
const FName FClassDynamicCastHelper::CastSuccessPinName(TEXT("bSuccess"));
const FName FClassDynamicCastHelper::ClassToCastName(TEXT("Class"));
UK2Node_ClassDynamicCast::UK2Node_ClassDynamicCast(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UK2Node_ClassDynamicCast::AllocateDefaultPins()
{
// Check to track down possible BP comms corruption
//@TODO: Move this somewhere more sensible
ensure((TargetType == nullptr) || (!TargetType->HasAnyClassFlags(CLASS_NewerVersionExists)));
const UEdGraphSchema_K2* K2Schema = Cast<UEdGraphSchema_K2>(GetSchema());
check(K2Schema != nullptr);
if (!K2Schema->DoesGraphSupportImpureFunctions(GetGraph()))
{
bIsPureCast = true;
}
if (!bIsPureCast)
{
// Input - Execution Pin
CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_Execute);
// Output - Execution Pins
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_CastSucceeded);
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_CastFailed);
}
// Input - Source type Pin
CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Class, UObject::StaticClass(), FClassDynamicCastHelper::ClassToCastName);
// Output - Data Pin
if (TargetType)
{
const FString CastResultPinName = UEdGraphSchema_K2::PN_CastedValuePrefix + TargetType->GetDisplayNameText().ToString();
CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Class, *TargetType, *CastResultPinName);
}
UEdGraphPin* BoolSuccessPin = CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Boolean, FClassDynamicCastHelper::CastSuccessPinName);
BoolSuccessPin->bHidden = !bIsPureCast;
UK2Node::AllocateDefaultPins();
}
FLinearColor UK2Node_ClassDynamicCast::GetNodeTitleColor() const
{
return GetDefault<UGraphEditorSettings>()->ClassPinTypeColor;
}
FText UK2Node_ClassDynamicCast::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if (CachedNodeTitle.IsOutOfDate(this))
{
CachedNodeTitle.SetCachedText(FText::Format(LOCTEXT("NodeTitle", "{0} Class"), Super::GetNodeTitle(TitleType)), this);
}
return CachedNodeTitle;
}
FText UK2Node_ClassDynamicCast::GetTooltipText() const
{
if (TargetType && TargetType->IsChildOf(UInterface::StaticClass()))
{
return FText::Format(LOCTEXT("CastToInterfaceTooltip", "Tries to access class as an interface '{0}' it may implement."), FText::FromString(TargetType->GetName()));
}
UBlueprint* CastToBP = UBlueprint::GetBlueprintFromClass(TargetType);
if (CastToBP)
{
return FText::Format(LOCTEXT("CastToBPTooltip", "Tries to access class as a blueprint class '{0}' it may inherit from.\n\nNOTE: This will cause the blueprint to always be loaded, which can be expensive."), FText::FromString(CastToBP->GetName()));
}
const FString ClassName = TargetType ? TargetType->GetName() : TEXT("");
return FText::Format(LOCTEXT("CastToNativeTooltip", "Tries to access class '{0}' as one it may inherit from."), FText::FromString(ClassName));
}
UEdGraphPin* UK2Node_ClassDynamicCast::GetCastSourcePin() const
{
UEdGraphPin* Pin = FindPinChecked(FClassDynamicCastHelper::ClassToCastName);
check(Pin->Direction == EGPD_Input);
return Pin;
}
UEdGraphPin* UK2Node_ClassDynamicCast::GetBoolSuccessPin() const
{
UEdGraphPin* Pin = FindPin(FClassDynamicCastHelper::CastSuccessPinName);
check((Pin == nullptr) || (Pin->Direction == EGPD_Output));
return Pin;
}
FNodeHandlingFunctor* UK2Node_ClassDynamicCast::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
{
return new FKCHandler_DynamicCast(CompilerContext, KCST_MetaCast);
}
#undef LOCTEXT_NAMESPACE