Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_Select.cpp
Ben Marsh 111ec7adc5 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3284872 on 2017/02/03 by Graeme.Thornton

	Seperate pak cache granularity from pak signing chunk size

Change 3285765 on 2017/02/03 by Graeme.Thornton

	Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread

	#jira UE-41478

Change 3286913 on 2017/02/04 by Ben.Marsh

	IncludeTool: Merging fixes.

	* Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead.
	* Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation.

Change 3287100 on 2017/02/05 by Ben.Marsh

	UBT: Move platform settings into platform-specific TargetRules objects.

Change 3287106 on 2017/02/05 by Ben.Marsh

	Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information.

Change 3287398 on 2017/02/06 by Steve.Robb

	Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together.

Change 3287399 on 2017/02/06 by Steve.Robb

	Log verbosities made more readable in the debugger.

Change 3287410 on 2017/02/06 by Steve.Robb

	Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all.

	#fyi marc.audy

Change 3288020 on 2017/02/06 by Ben.Marsh

	Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly.

Change 3291817 on 2017/02/08 by Steve.Robb

	New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools.

Change 3292090 on 2017/02/08 by Graeme.Thornton

	Crash fix - don't update font engine services if it was never created

	#jira UE-33953

Change 3292993 on 2017/02/08 by Ben.Marsh

	Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH)

Change 3293231 on 2017/02/08 by Ben.Marsh

	BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed.

Change 3294213 on 2017/02/09 by Ben.Marsh

	EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty.

Change 3294753 on 2017/02/09 by Ben.Zeigler

	#jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated

Change 3296070 on 2017/02/09 by Ben.Zeigler

	Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction.

Change 3296420 on 2017/02/10 by Graeme.Thornton

	Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed
	Refactored encryption and signing key access in unrealpak to make it easier to use

Change 3296609 on 2017/02/10 by Ben.Marsh

	BuildGraph: Fix error running the <Copy> task with an empty "From" argument.

	* FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator)
	* FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory.

Change 3297440 on 2017/02/10 by Ben.Marsh

	UBT: Move the FileFilter class into UnrealBuildTool.

Change 3297725 on 2017/02/10 by Ben.Zeigler

	#jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both.
	Clean up a lot of confusingly named and broken functions on UEnum:
	#jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings
	#jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment
	Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup
	Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name
	While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions
	Delete some now redundant enum editor code and pipe everything through UEnum

Change 3297979 on 2017/02/10 by Ben.Zeigler

	Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior

Change 3298299 on 2017/02/10 by Steve.Robb

	TTuple improvements:
	- equality comparable
	- serializable
	- in the correct folder

	2-tuples are specialized to be syntactically compatible with both TPair and TTuple.
	TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer.

	#fyi robert.manuszewski,ben.marsh

Change 3298460 on 2017/02/11 by Ben.Marsh

	UGS: Set the correct result from running custom tasks.

Change 3298462 on 2017/02/11 by Ben.Marsh

	UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated.

Change 3299447 on 2017/02/13 by Graeme.Thornton

	Fix AES and pak signing key embedding for content only projects
	 - Force temp target when any keys are specified by project config

Change 3299649 on 2017/02/13 by Steve.Robb

	PLATFORM_HAS_DEFAULTED_OPERATORS fixed.
	Other obsolete compiler switches removed.

Change 3299787 on 2017/02/13 by Steve.Robb

	IsAbstract() for testing if a reflected native type contains pure virtual functions.  Needed for BP nativization.

	#fyi robert.manuszewski

Change 3300576 on 2017/02/13 by Ben.Marsh

	EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter.

Change 3300600 on 2017/02/13 by Ben.Marsh

	EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces.

Change 3300624 on 2017/02/13 by Ben.Marsh

	Switch incremental builds for all streams to start up on the incremental agent.

Change 3302134 on 2017/02/14 by Steve.Robb

	UnrealCodeAnalyzer removed.

	#fyi ben.marsh,robert.manuszewski

Change 3302639 on 2017/02/14 by Ben.Zeigler

	Fix crash cooking odin with default command line
	#jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified

Change 3303002 on 2017/02/14 by Ben.Zeigler

	#jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level
	#jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports
	Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects
	Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker
	Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway
	Fix it so -cooksinglepackage works properly again and excludes localization and startup packages
	Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate

Change 3303084 on 2017/02/14 by Ben.Zeigler

	Attempt to get Nativization and EDL working without warnings

	Change 3305153 on 2017/02/15 by Ben.Zeigler

	Fix Fortnite and Orion cook, I don't understand why this passed my local testing
	Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning

Change 3305959 on 2017/02/16 by Gil.Gribb

	UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms.

Change 3306159 on 2017/02/16 by Ben.Marsh

	Fix path to target binaries when building non-monolithic in a unique build environment.

Change 3306584 on 2017/02/16 by Steve.Robb

	UEnum internal functions renamed from Index to Value.
	GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values.

	#fyi ben.zeigler

Change 3307836 on 2017/02/16 by Ben.Zeigler

	#jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually
	Fixes lighting in Infiltrator demo

Change 3307929 on 2017/02/16 by Ben.Zeigler

	#jira UE-42055 Second half of matinee redirector fix

Change 3308840 on 2017/02/17 by Matthew.Griffin

	Reimplementing CL#3305808 from 4.15

		Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases)

Change 3309115 on 2017/02/17 by Ben.Marsh

	Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on,  before many of the game settings have been initialized, so just return the directory containing the Core module instead.

Change 3309120 on 2017/02/17 by Ben.Marsh

	Fix support for creating modular builds which don't use the shared build environment.

Change 3309125 on 2017/02/17 by Ben.Marsh

	Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator.

Change 3309128 on 2017/02/17 by Ben.Marsh

	Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces.

Change 3309131 on 2017/02/17 by Ben.Marsh

	Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again.

Change 3309140 on 2017/02/17 by Ben.Marsh

	UAT: Fix exception moving a file from one location to another if the target directory does not exist.

Change 3309212 on 2017/02/17 by Ben.Marsh

	Fixes/improvements for mod editor and code mods:

	* A separate top-level project is generated for each code mod in the Visual Studio solution.
	* Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods.
	* Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds.
	* Plugin browser now includes a separate category for mods.
	* Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings.

Change 3309231 on 2017/02/17 by Steve.Robb

	Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<.

	#jira UE-42052

Change 3309248 on 2017/02/17 by Ben.Marsh

	Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true.

Change 3309257 on 2017/02/17 by Ben.Marsh

	Prevent game binaries from being renamed for hot reload when working with installed projects.

Change 3309355 on 2017/02/17 by Steven.Hutton

	Changes to make the website compatible with the new database changes.

Change 3309371 on 2017/02/17 by Ben.Marsh

	Fix exception on shutdown when running asset registry with threads disabled.

	#jira UE-41951

Change 3309389 on 2017/02/17 by Ben.Zeigler

	#jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node

Change 3309570 on 2017/02/17 by Gil.Gribb

	UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4.

Change 3310039 on 2017/02/17 by Ben.Marsh

	BuildGraph: Prevent exception when trying to delete a file that does not exist.

Change 3311484 on 2017/02/20 by Chris.Wood

	CrashReportProcess crash add retry logic improvements (CRP v1.2.16)

Change 3311600 on 2017/02/20 by Matthew.Griffin

	Updated StripSymbols functions so that all platforms can deal with the source and target file being the same

Change 3311675 on 2017/02/20 by Steve.Robb

	FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack.

Change 3311893 on 2017/02/20 by Ben.Marsh

	UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines.

Change 3313966 on 2017/02/21 by Ben.Marsh

	Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too.

Change 3314398 on 2017/02/21 by Ben.Zeigler

	#jira UE-42212 Fix shutdown of AnimGraph module to be safer

[CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00

1128 lines
36 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "K2Node_Select.h"
#include "Misc/CoreMisc.h"
#include "Kismet/KismetSystemLibrary.h"
#include "EdGraph/EdGraph.h"
#include "EdGraphSchema_K2.h"
#include "K2Node_CallFunction.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "Kismet/KismetMathLibrary.h"
#include "EdGraphUtilities.h"
#include "BPTerminal.h"
#include "BlueprintCompiledStatement.h"
#include "KismetCompilerMisc.h"
#include "KismetCompiler.h"
#include "BlueprintNodeSpawner.h"
#include "EditorCategoryUtils.h"
#include "BlueprintActionDatabaseRegistrar.h"
#define LOCTEXT_NAMESPACE "K2Node_Select"
//////////////////////////////////////////////////////////////////////////
// FKCHandler_Select
class FKCHandler_SelectRef : public FNodeHandlingFunctor
{
protected:
TMap<UEdGraphNode*, FBPTerminal*> DefaultTermMap;
public:
FKCHandler_SelectRef(FKismetCompilerContext& InCompilerContext)
: FNodeHandlingFunctor(InCompilerContext)
{
}
virtual void RegisterNets(FKismetFunctionContext& Context, UEdGraphNode* Node) override
{
UK2Node_Select* SelectNode = Cast<UK2Node_Select>(Node);
UEdGraphPin* ReturnPin = SelectNode ? SelectNode->GetReturnValuePin() : nullptr;
if (!ReturnPin)
{
Context.MessageLog.Error(*LOCTEXT("Error_NoReturnPin", "No return pin in @@").ToString(), Node);
return;
}
// return inline term
if (Context.NetMap.Find(ReturnPin))
{
Context.MessageLog.Error(*LOCTEXT("Error_ReturnTermAlreadyRegistered", "ICE: Return term is already registered @@").ToString(), Node);
return;
}
{
FBPTerminal* Term = new (Context.InlineGeneratedValues) FBPTerminal();
Term->CopyFromPin(ReturnPin, Context.NetNameMap->MakeValidName(ReturnPin));
Context.NetMap.Add(ReturnPin, Term);
}
//Register Default term
{
TArray<UEdGraphPin*> OptionPins;
SelectNode->GetOptionPins(OptionPins);
if (!OptionPins.Num())
{
Context.MessageLog.Error(*LOCTEXT("Error_NoOptionPin", "No option pin in @@").ToString(), Node);
return;
}
FString DefaultTermName = Context.NetNameMap->MakeValidName(Node) + TEXT("_Default");
FBPTerminal* DefaultTerm = Context.CreateLocalTerminalFromPinAutoChooseScope(OptionPins[0], DefaultTermName);
DefaultTermMap.Add(Node, DefaultTerm);
}
FNodeHandlingFunctor::RegisterNets(Context, Node);
}
virtual void Compile(FKismetFunctionContext& Context, UEdGraphNode* Node) override
{
UK2Node_Select* SelectNode = CastChecked<UK2Node_Select>(Node);
FBPTerminal* DefaultTerm = nullptr;
FBPTerminal* ReturnTerm = nullptr;
FBPTerminal* IndexTerm = nullptr;
{
UEdGraphPin* IndexPin = SelectNode->GetIndexPin();
UEdGraphPin* IndexPinNet = IndexPin ? FEdGraphUtilities::GetNetFromPin(IndexPin) : nullptr;
FBPTerminal** IndexTermPtr = IndexPinNet ? Context.NetMap.Find(IndexPinNet) : nullptr;
IndexTerm = IndexTermPtr ? *IndexTermPtr : nullptr;
UEdGraphPin* ReturnPin = SelectNode->GetReturnValuePin();
UEdGraphPin* ReturnPinNet = ReturnPin ? FEdGraphUtilities::GetNetFromPin(ReturnPin) : nullptr;
FBPTerminal** ReturnTermPtr = ReturnPinNet ? Context.NetMap.Find(ReturnPinNet) : nullptr;
ReturnTerm = ReturnTermPtr ? *ReturnTermPtr : nullptr;
FBPTerminal** DefaultTermPtr = DefaultTermMap.Find(SelectNode);
DefaultTerm = DefaultTermPtr ? *DefaultTermPtr : nullptr;
if (!ReturnTerm || !IndexTerm || !DefaultTerm)
{
Context.MessageLog.Error(*LOCTEXT("Error_InvalidSelect", "ICE: invalid select node @@").ToString(), Node);
return;
}
}
FBlueprintCompiledStatement* SelectStatement = new FBlueprintCompiledStatement();
SelectStatement->Type = EKismetCompiledStatementType::KCST_SwitchValue;
Context.AllGeneratedStatements.Add(SelectStatement);
ReturnTerm->InlineGeneratedParameter = SelectStatement;
SelectStatement->RHS.Add(IndexTerm);
TArray<UEdGraphPin*> OptionPins;
SelectNode->GetOptionPins(OptionPins);
for (int32 OptionIdx = 0; OptionIdx < OptionPins.Num(); OptionIdx++)
{
{
FBPTerminal* LiteralTerm = Context.CreateLocalTerminal(ETerminalSpecification::TS_Literal);
LiteralTerm->Type = IndexTerm->Type;
LiteralTerm->bIsLiteral = true;
const UEnum* NodeEnum = SelectNode->GetEnum();
LiteralTerm->Name = NodeEnum ? OptionPins[OptionIdx]->PinName : FString::Printf(TEXT("%d"), OptionIdx);
if (!CompilerContext.GetSchema()->DefaultValueSimpleValidation(LiteralTerm->Type, LiteralTerm->Name, LiteralTerm->Name, nullptr, FText()))
{
Context.MessageLog.Error(*FString::Printf(*LOCTEXT("Error_InvalidOptionValue", "Invalid option value '%s' in @@").ToString(), *LiteralTerm->Name), Node);
return;
}
SelectStatement->RHS.Add(LiteralTerm);
}
{
UEdGraphPin* NetPin = OptionPins[OptionIdx] ? FEdGraphUtilities::GetNetFromPin(OptionPins[OptionIdx]) : nullptr;
FBPTerminal** ValueTermPtr = NetPin ? Context.NetMap.Find(NetPin) : nullptr;
FBPTerminal* ValueTerm = ValueTermPtr ? *ValueTermPtr : nullptr;
if (!ensure(ValueTerm))
{
Context.MessageLog.Error(*LOCTEXT("Error_NoTermFound", "No term registered for pin @@").ToString(), NetPin);
return;
}
SelectStatement->RHS.Add(ValueTerm);
}
}
SelectStatement->RHS.Add(DefaultTerm);
}
};
class FKCHandler_Select : public FNodeHandlingFunctor
{
protected:
TMap<UEdGraphNode*, FBPTerminal*> BoolTermMap;
public:
FKCHandler_Select(FKismetCompilerContext& InCompilerContext)
: FNodeHandlingFunctor(InCompilerContext)
{
}
virtual void RegisterNets(FKismetFunctionContext& Context, UEdGraphNode* Node) override
{
FNodeHandlingFunctor::RegisterNets(Context, Node);
// Create the net for the return value manually as it's a special case Output Direction pin
UK2Node_Select* SelectNode = Cast<UK2Node_Select>(Node);
UEdGraphPin* ReturnPin = SelectNode->GetReturnValuePin();
FBPTerminal* Term = Context.CreateLocalTerminalFromPinAutoChooseScope(ReturnPin, Context.NetNameMap->MakeValidName(ReturnPin));
Context.NetMap.Add(SelectNode->GetReturnValuePin(), Term);
// Create a term to determine if the compare was successful or not
FBPTerminal* BoolTerm = Context.CreateLocalTerminal();
BoolTerm->Type.PinCategory = CompilerContext.GetSchema()->PC_Boolean;
BoolTerm->Source = Node;
BoolTerm->Name = Context.NetNameMap->MakeValidName(Node) + TEXT("_CmpSuccess");
BoolTermMap.Add(Node, BoolTerm);
}
virtual void Compile(FKismetFunctionContext& Context, UEdGraphNode* Node) override
{
// Cast the node and get all the input pins
UK2Node_Select* SelectNode = Cast<UK2Node_Select>(Node);
TArray<UEdGraphPin*> OptionPins;
SelectNode->GetOptionPins(OptionPins);
UEdGraphPin* IndexPin = SelectNode->GetIndexPin();
// Get the kismet term for the (Condition or Index) that will determine which option to use
UEdGraphPin* PinToTry = FEdGraphUtilities::GetNetFromPin(IndexPin);
FBPTerminal** ConditionTerm = Context.NetMap.Find(PinToTry);
// Get the kismet term for the return value
UEdGraphPin* ReturnPin = SelectNode->GetReturnValuePin();
FBPTerminal** ReturnTerm = Context.NetMap.Find(ReturnPin);
// Don't proceed if there is no return value or there is no selection
if (ConditionTerm != NULL && ReturnTerm != NULL)
{
FName ConditionalFunctionName = "";
UClass* ConditionalFunctionClass = NULL;
SelectNode->GetConditionalFunction(ConditionalFunctionName, &ConditionalFunctionClass);
UFunction* ConditionFunction = FindField<UFunction>(ConditionalFunctionClass, ConditionalFunctionName);
// Find the local boolean for use in the equality call function below (BoolTerm = result of EqualEqual_IntInt or NotEqual_BoolBool)
FBPTerminal* BoolTerm = BoolTermMap.FindRef(SelectNode);
// We need to keep a pointer to the previous IfNot statement so it can be linked to the next conditional statement
FBlueprintCompiledStatement* PrevIfNotStatement = NULL;
// Keep an array of all the unconditional goto statements so we can clean up their jumps after the noop statement is created
TArray<FBlueprintCompiledStatement*> GotoStatementList;
// Loop through all the options
for (int32 OptionIdx = 0; OptionIdx < OptionPins.Num(); OptionIdx++)
{
// Create a CallFunction statement with the condition function from the Select class
FBlueprintCompiledStatement& Statement = Context.AppendStatementForNode(Node);
Statement.Type = KCST_CallFunction;
Statement.FunctionToCall = ConditionFunction;
Statement.FunctionContext = NULL;
Statement.bIsParentContext = false;
// BoolTerm will be the return value of the condition statement
Statement.LHS = BoolTerm;
// The condition passed into the Select node
Statement.RHS.Add(*ConditionTerm);
// Create a local int for use in the equality call function below (LiteralTerm = the right hand side of the EqualEqual_IntInt or NotEqual_BoolBool statement)
FBPTerminal* LiteralTerm = Context.CreateLocalTerminal(ETerminalSpecification::TS_Literal);
LiteralTerm->bIsLiteral = true;
LiteralTerm->Type.PinCategory = CompilerContext.GetSchema()->PC_Int;
if (UEnum* NodeEnum = SelectNode->GetEnum())
{
int32 EnumValue = NodeEnum->GetValueByName(FName(*OptionPins[OptionIdx]->PinName));
LiteralTerm->Name = FString::Printf(TEXT("%d"), EnumValue);
}
else
{
LiteralTerm->Name = FString::Printf(TEXT("%d"), OptionIdx);
}
Statement.RHS.Add(LiteralTerm);
// If there is a previous IfNot statement, hook this one to that one for jumping
if (PrevIfNotStatement)
{
Statement.bIsJumpTarget = true;
PrevIfNotStatement->TargetLabel = &Statement;
}
// Create a GotoIfNot statement using the BoolTerm from above as the condition
FBlueprintCompiledStatement* IfNotStatement = &Context.AppendStatementForNode(Node);
IfNotStatement->Type = KCST_GotoIfNot;
IfNotStatement->LHS = BoolTerm;
// Create an assignment statement
FBlueprintCompiledStatement& AssignStatement = Context.AppendStatementForNode(Node);
AssignStatement.Type = KCST_Assignment;
AssignStatement.LHS = *ReturnTerm;
// Get the kismet term from the option pin
UEdGraphPin* OptionPinToTry = FEdGraphUtilities::GetNetFromPin(OptionPins[OptionIdx]);
FBPTerminal** OptionTerm = Context.NetMap.Find(OptionPinToTry);
if (!OptionTerm)
{
Context.MessageLog.Error(*LOCTEXT("Error_UnregisterOptionPin", "Unregister option pin @@").ToString(), OptionPins[OptionIdx]);
return;
}
AssignStatement.RHS.Add(*OptionTerm);
// Create an unconditional goto to exit the node
FBlueprintCompiledStatement& GotoStatement = Context.AppendStatementForNode(Node);
GotoStatement.Type = KCST_UnconditionalGoto;
GotoStatementList.Add(&GotoStatement);
// If this is the last IfNot statement, hook the jump to an error message
if (OptionIdx == OptionPins.Num() - 1)
{
// Create a CallFunction statement for doing a print string of our error message
FBlueprintCompiledStatement& PrintStatement = Context.AppendStatementForNode(Node);
PrintStatement.Type = KCST_CallFunction;
PrintStatement.bIsJumpTarget = true;
FName PrintStringFunctionName = "";
UClass* PrintStringFunctionClass = NULL;
SelectNode->GetPrintStringFunction(PrintStringFunctionName, &PrintStringFunctionClass);
UFunction* PrintFunction = FindField<UFunction>(PrintStringFunctionClass, PrintStringFunctionName);
PrintStatement.FunctionToCall = PrintFunction;
PrintStatement.FunctionContext = NULL;
PrintStatement.bIsParentContext = false;
// Create a local int for use in the equality call function below (LiteralTerm = the right hand side of the EqualEqual_IntInt or NotEqual_BoolBool statement)
FBPTerminal* LiteralStringTerm = Context.CreateLocalTerminal(ETerminalSpecification::TS_Literal);
LiteralStringTerm->bIsLiteral = true;
LiteralStringTerm->Type.PinCategory = CompilerContext.GetSchema()->PC_String;
FString SelectionNodeType(TEXT("NONE"));
if (IndexPin)
{
UEnum* EnumObject = Cast<UEnum>(IndexPin->PinType.PinSubCategoryObject.Get());
if (EnumObject != NULL)
{
SelectionNodeType = EnumObject->GetName();
}
else
{
// Not an enum, so just use the basic type
SelectionNodeType = IndexPin->PinType.PinCategory;
}
}
const UEdGraph* OwningGraph = Context.MessageLog.FindSourceObjectTypeChecked<UEdGraph>( SelectNode->GetGraph() );
LiteralStringTerm->Name =
FString::Printf(*LOCTEXT("SelectNodeIndexWarning", "Graph %s: Selection Node of type %s failed! Out of bounds indexing of the options. There are only %d options available.").ToString(),
(OwningGraph) ? *OwningGraph->GetFullName() : TEXT("NONE"),
*SelectionNodeType,
OptionPins.Num());
PrintStatement.RHS.Add(LiteralStringTerm);
// Hook the IfNot statement's jump target to this statement
IfNotStatement->TargetLabel = &PrintStatement;
}
PrevIfNotStatement = IfNotStatement;
}
// Create a noop to jump to so the unconditional goto statements can exit the node after successful assignment
FBlueprintCompiledStatement& NopStatement = Context.AppendStatementForNode(Node);
NopStatement.Type = KCST_Nop;
NopStatement.bIsJumpTarget = true;
// Loop through the unconditional goto statements and fix their jump targets
for (auto It = GotoStatementList.CreateConstIterator(); It; It++)
{
(*It)->TargetLabel = &NopStatement;
}
}
}
};
UK2Node_Select::UK2Node_Select(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
NumOptionPins = 2;
const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
IndexPinType.PinCategory = Schema->PC_Wildcard;
IndexPinType.PinSubCategory = Schema->PSC_Index;
IndexPinType.PinSubCategoryObject = NULL;
}
void UK2Node_Select::AllocateDefaultPins()
{
const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
// To refresh, just in case it changed
SetEnum(Enum, true);
// No need to reconstruct the node after force setting the enum, we are at the start of reconstruction already
bReconstructNode = false;
if (Enum)
{
NumOptionPins = EnumEntries.Num();
}
static const FBoolConfigValueHelper UseSelectRef(TEXT("Kismet"), TEXT("bUseSelectRef"), GEngineIni);
// Create the option pins
for (int32 Idx = 0; Idx < NumOptionPins; Idx++)
{
UEdGraphPin* NewPin = NULL;
if (Enum)
{
const FString PinName = EnumEntries[Idx].ToString();
UEdGraphPin* TempPin = FindPin(PinName);
if (!TempPin)
{
NewPin = CreatePin(EGPD_Input, Schema->PC_Wildcard, TEXT(""), NULL, false, false, PinName);
}
}
else
{
const FString PinName = FString::Printf(TEXT("Option %d"), Idx);
NewPin = CreatePin(EGPD_Input, Schema->PC_Wildcard, TEXT(""), NULL, false, false, PinName);
}
if (NewPin)
{
NewPin->bDisplayAsMutableRef = UseSelectRef;
if (IndexPinType.PinCategory == UEdGraphSchema_K2::PC_Boolean)
{
NewPin->PinFriendlyName = (Idx == 0 ? GFalse : GTrue);
}
else if (Idx < EnumEntryFriendlyNames.Num())
{
NewPin->PinFriendlyName = EnumEntryFriendlyNames[Idx];
}
}
}
// Create the index wildcard pin
CreatePin(EGPD_Input, IndexPinType.PinCategory, IndexPinType.PinSubCategory, IndexPinType.PinSubCategoryObject.Get(), false, false, "Index");
// Create the return value
auto ReturnPin = CreatePin(EGPD_Output, Schema->PC_Wildcard, TEXT(""), NULL, false, false, Schema->PN_ReturnValue);
ReturnPin->bDisplayAsMutableRef = UseSelectRef;
Super::AllocateDefaultPins();
}
void UK2Node_Select::AutowireNewNode(UEdGraphPin* FromPin)
{
if (FromPin)
{
// Attempt to autowire to the index pin as users generally drag off of something intending to use
// it as an index in a select statement rather than an arbitrary entry:
const UEdGraphSchema_K2* K2Schema = CastChecked<UEdGraphSchema_K2>(GetSchema());
UEdGraphPin* IndexPin = GetIndexPin();
ECanCreateConnectionResponse ConnectResponse = K2Schema->CanCreateConnection(FromPin, IndexPin).Response;
if (ConnectResponse == ECanCreateConnectionResponse::CONNECT_RESPONSE_MAKE)
{
if (K2Schema->TryCreateConnection(FromPin, IndexPin))
{
FromPin->GetOwningNode()->NodeConnectionListChanged();
this->NodeConnectionListChanged();
return;
}
}
}
// No connection made, just use default autowire logic:
Super::AutowireNewNode(FromPin);
}
FText UK2Node_Select::GetTooltipText() const
{
return LOCTEXT("SelectNodeTooltip", "Return the option at Index, (first option is indexed at 0)");
}
FText UK2Node_Select::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("Select", "Select");
}
UK2Node::ERedirectType UK2Node_Select::DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const
{
// Check to see if the new pin name matches the old pin name (case insensitive - since the base uses Stricmp() to compare pin names, we also ignore case here).
if(Enum != nullptr && NewPinIndex < NumOptionPins && !NewPin->PinName.Equals(OldPin->PinName, ESearchCase::IgnoreCase))
{
// The names don't match, so check for an enum redirect from the old pin name.
int32 EnumIndex = Enum->GetIndexByNameString(OldPin->PinName);
if(EnumIndex != INDEX_NONE)
{
// Found a redirect. Attempt to match it to the new pin name.
FString NewPinName = Enum->GetNameStringByIndex(EnumIndex);
if(NewPinName.Equals(NewPin->PinName, ESearchCase::IgnoreCase))
{
// The redirect is a match, so we can reconstruct this pin using the old pin's state.
return UK2Node::ERedirectType_Name;
}
}
}
// Fall back to base class functionality for all other cases.
return Super::DoPinsMatchForReconstruction(NewPin, NewPinIndex, OldPin, OldPinIndex);
}
void UK2Node_Select::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins)
{
Super::ReallocatePinsDuringReconstruction(OldPins);
const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
// See if this node was saved in the old version with a boolean as the condition
UEdGraphPin* OldConditionPin = NULL;
UEdGraphPin* OldIndexPin = NULL;
UEdGraphPin* OldReturnPin = NULL;
for (auto It = OldPins.CreateConstIterator(); It; It++)
{
if ((*It)->PinName == TEXT("bPickOption0"))
{
OldConditionPin = (*It);
}
else if ((*It)->PinName == TEXT("Index"))
{
OldIndexPin = (*It);
}
else if ((*It)->PinName == Schema->PN_ReturnValue)
{
OldReturnPin = (*It);
}
}
bool bIsAnyOptionOrReturnConnected = false;
for (auto OldPin : OldPins)
{
if ((OldPin != OldConditionPin) && (OldPin != OldIndexPin) && OldPin->LinkedTo.Num())
{
bIsAnyOptionOrReturnConnected = true;
break;
}
}
auto NewReturn = GetReturnValuePin();
if (!bIsAnyOptionOrReturnConnected && OldReturnPin && NewReturn
&& (NewReturn->PinType.PinCategory == Schema->PC_Wildcard))
{
NewReturn->PinType = OldReturnPin->PinType;
}
else if (OldReturnPin && NewReturn && OldReturnPin->LinkedTo.Num())
{
auto BP = GetBlueprint();
UClass* SelfClass = BP ? BP->GeneratedClass : nullptr;
bool OldTypeIsValid = true;
for (auto OutPin : OldReturnPin->LinkedTo)
{
if (OutPin && !Schema->ArePinTypesCompatible(OldReturnPin->PinType, OutPin->PinType, SelfClass))
{
OldTypeIsValid = false;
break;
}
}
if (OldTypeIsValid)
{
NewReturn->PinType = OldReturnPin->PinType;
}
}
UEdGraphPin* IndexPin = GetIndexPin();
// If we are fixing up an old bool node (swap the options and copy the condition links)
if (OldConditionPin)
{
// Set the index pin type
IndexPinType.PinCategory = Schema->PC_Boolean;
IndexPinType.PinSubCategory = TEXT("");
IndexPinType.PinSubCategoryObject = NULL;
// Set the pin type and Copy the pin
IndexPin->PinType = IndexPinType;
Schema->CopyPinLinks(*OldConditionPin, *IndexPin);
// If we copy links, we need to send a notification
if (IndexPin->LinkedTo.Num() > 0)
{
PinConnectionListChanged(IndexPin);
}
UEdGraphPin* OptionPin0 = FindPin("Option 0");
UEdGraphPin* OptionPin1 = FindPin("Option 1");
for (auto It = OldPins.CreateConstIterator(); It; It++)
{
UEdGraphPin* OldPin = (*It);
if (OldPin->PinName == OptionPin0->PinName)
{
Schema->MovePinLinks(*OldPin, *OptionPin1);
}
else if (OldPin->PinName == OptionPin1->PinName)
{
Schema->MovePinLinks(*OldPin, *OptionPin0);
}
}
}
// If the index pin has links or a default value but is a wildcard, this is an old int pin so convert it
if (OldIndexPin &&
IndexPinType.PinCategory == Schema->PC_Wildcard &&
(OldIndexPin->LinkedTo.Num() > 0 || OldIndexPin->DefaultValue != TEXT("")))
{
IndexPinType.PinCategory = Schema->PC_Int;
IndexPinType.PinSubCategory = TEXT("");
IndexPinType.PinSubCategoryObject = NULL;
IndexPin->PinType = IndexPinType;
}
}
void UK2Node_Select::PostReconstructNode()
{
bReconstructNode = false;
const UEdGraphSchema_K2* Schema = Cast<UEdGraphSchema_K2>(GetSchema());
UEdGraphPin* ReturnPin = GetReturnValuePin();
PinConnectionListChanged(ReturnPin);
const bool bFillTypeFromReturn = Schema && ReturnPin && (ReturnPin->PinType.PinCategory != Schema->PC_Wildcard);
TArray<UEdGraphPin*> OptionPins;
GetOptionPins(OptionPins);
for (auto It = OptionPins.CreateConstIterator(); It; It++)
{
UEdGraphPin* Pin = *It;
const bool bTypeShouldBeFilled = Schema && Pin && (Pin->PinType.PinCategory == Schema->PC_Wildcard);
if (bTypeShouldBeFilled && bFillTypeFromReturn)
{
Pin->Modify();
Pin->PinType = ReturnPin->PinType;
UEdGraphSchema_K2::ValidateExistingConnections(Pin);
}
PinConnectionListChanged(*It);
}
//After ReconstructNode we must be sure, that no additional reconstruction is required
bReconstructNode = false;
Super::PostReconstructNode();
}
/** Determine if any pins are connected, if so make all the other pins the same type, if not, make sure pins are switched back to wildcards */
void UK2Node_Select::NotifyPinConnectionListChanged(UEdGraphPin* Pin)
{
Super::NotifyPinConnectionListChanged(Pin);
const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
// If this is the Enum pin we need to set the enum and reconstruct the node
if (Pin == GetIndexPin())
{
// If the index pin was just linked to another pin
if (Pin->LinkedTo.Num() > 0)
{
UEdGraphPin* LinkPin = Pin->LinkedTo[0];
IndexPinType = LinkPin->PinType;
Pin->PinType = IndexPinType;
// See if it was an enum pin
if (LinkPin->PinType.PinCategory == Schema->PC_Byte &&
LinkPin->PinType.PinSubCategoryObject != NULL &&
LinkPin->PinType.PinSubCategoryObject->IsA(UEnum::StaticClass()))
{
UEnum* EnumPtr = Cast<UEnum>(LinkPin->PinType.PinSubCategoryObject.Get());
SetEnum(EnumPtr);
}
else
{
SetEnum(NULL);
}
Schema->SetPinDefaultValueBasedOnType(Pin);
GetGraph()->NotifyGraphChanged();
UBlueprint* Blueprint = GetBlueprint();
if(!Blueprint->bBeingCompiled)
{
FBlueprintEditorUtils::MarkBlueprintAsModified(Blueprint);
Blueprint->BroadcastChanged();
}
// If the index pin is a boolean, we need to remove all but 2 options
if (IndexPinType.PinCategory == Schema->PC_Boolean)
{
NumOptionPins = 2;
bReconstructNode = true;
}
}
}
else
{
// Grab references to all option pins and the return pin
TArray<UEdGraphPin*> OptionPins;
GetOptionPins(OptionPins);
UEdGraphPin* ReturnPin = FindPin(Schema->PN_ReturnValue);
// See if this pin is one of the wildcard pins
bool bIsWildcardPin = (Pin == ReturnPin || OptionPins.Find(Pin) != INDEX_NONE) && Pin->PinType.PinCategory == Schema->PC_Wildcard;
// If the pin was one of the wildcards we have to handle it specially
if (bIsWildcardPin)
{
// If the pin is linked, make sure the other wildcard pins match
if (Pin->LinkedTo.Num() > 0)
{
// Set pin type on the pin
Pin->PinType = Pin->LinkedTo[0]->PinType;
// Make sure the return pin is the same pin type
if (ReturnPin != Pin)
{
ReturnPin->Modify();
ReturnPin->PinType = Pin->PinType;
UEdGraphSchema_K2::ValidateExistingConnections(ReturnPin);
}
// Make sure all options are of the same pin type
for (auto It = OptionPins.CreateConstIterator(); It; It++)
{
UEdGraphPin* OptionPin = (*It);
if (*It && *It != Pin)
{
(*It)->Modify();
(*It)->PinType = Pin->PinType;
UEdGraphSchema_K2::ValidateExistingConnections(*It);
}
}
bReconstructNode = true;
}
}
}
}
UEdGraphPin* UK2Node_Select::GetReturnValuePin() const
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* Pin = FindPin(K2Schema->PN_ReturnValue);
check(Pin != NULL);
return Pin;
}
UEdGraphPin* UK2Node_Select::GetIndexPin() const
{
UEdGraphPin* Pin = GetIndexPinUnchecked();
check(Pin != NULL);
return Pin;
}
UEdGraphPin* UK2Node_Select::GetIndexPinUnchecked() const
{
return FindPin("Index");
}
void UK2Node_Select::GetOptionPins(TArray<UEdGraphPin*>& OptionPins) const
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
OptionPins.Empty();
// If the select node is currently dealing with an enum
if (IndexPinType.PinCategory == K2Schema->PC_Byte &&
IndexPinType.PinSubCategory == TEXT("") &&
IndexPinType.PinSubCategoryObject != NULL &&
IndexPinType.PinSubCategoryObject->IsA(UEnum::StaticClass()))
{
for (auto It = Pins.CreateConstIterator(); It; It++)
{
UEdGraphPin* Pin = (*It);
if (EnumEntries.Contains(FName(*Pin->PinName)))
{
OptionPins.Add(Pin);
}
}
}
else
{
for (auto It = Pins.CreateConstIterator(); It; It++)
{
UEdGraphPin* Pin = (*It);
if (Pin->PinName.Left(6) == "Option")
{
OptionPins.Add(Pin);
}
}
}
}
void UK2Node_Select::GetConditionalFunction(FName& FunctionName, UClass** FunctionClass)
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
if (IndexPinType.PinCategory == K2Schema->PC_Boolean)
{
FunctionName = GET_FUNCTION_NAME_CHECKED(UKismetMathLibrary, EqualEqual_BoolBool);
}
else if (IndexPinType.PinCategory == K2Schema->PC_Byte)
{
FunctionName = GET_FUNCTION_NAME_CHECKED(UKismetMathLibrary, EqualEqual_ByteByte);
}
else if (IndexPinType.PinCategory == K2Schema->PC_Int)
{
FunctionName = GET_FUNCTION_NAME_CHECKED(UKismetMathLibrary, EqualEqual_IntInt);
}
*FunctionClass = UKismetMathLibrary::StaticClass();
}
void UK2Node_Select::GetPrintStringFunction(FName& FunctionName, UClass** FunctionClass)
{
FunctionName = GET_FUNCTION_NAME_CHECKED(UKismetSystemLibrary, PrintWarning);
*FunctionClass = UKismetSystemLibrary::StaticClass();
}
void UK2Node_Select::AddOptionPinToNode()
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
// Increment the pin count
NumOptionPins++;
// We guarantee at least 2 options by default and since we just increased the count
// to more than 2, we need to make sure we're now dealing with an index for selection
// instead of the default boolean check
if (IndexPinType.PinCategory == K2Schema->PC_Boolean)
{
IndexPinType.PinCategory = K2Schema->PC_Int;
GetIndexPin()->BreakAllPinLinks();
}
// We will let the AllocateDefaultPins call handle the actual addition via ReconstructNode
ReconstructNode();
}
void UK2Node_Select::RemoveOptionPinToNode()
{
// Increment the pin count
NumOptionPins--;
// We will let the AllocateDefaultPins call handle the actual subtraction via ReconstructNode
ReconstructNode();
}
void UK2Node_Select::SetEnum(UEnum* InEnum, bool bForceRegenerate)
{
const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
UEnum* PrevEnum = Enum;
Enum = InEnum;
if ((PrevEnum != Enum) || bForceRegenerate)
{
// regenerate enum name list
EnumEntries.Empty();
EnumEntryFriendlyNames.Empty();
if (Enum)
{
for (int32 EnumIndex = 0; EnumIndex < Enum->NumEnums() - 1; ++EnumIndex)
{
bool const bShouldBeHidden = Enum->HasMetaData(TEXT("Hidden"), EnumIndex ) || Enum->HasMetaData(TEXT("Spacer"), EnumIndex );
if (!bShouldBeHidden)
{
FString EnumValueName = Enum->GetNameStringByIndex(EnumIndex);
FText EnumFriendlyName = Enum->GetDisplayNameTextByIndex(EnumIndex);
EnumEntries.Add(FName(*EnumValueName));
EnumEntryFriendlyNames.Add(EnumFriendlyName);
}
}
}
bReconstructNode = true;
}
}
void UK2Node_Select::NodeConnectionListChanged()
{
Super::NodeConnectionListChanged();
if (bReconstructNode)
{
ReconstructNode();
UBlueprint* Blueprint = GetBlueprint();
if(!Blueprint->bBeingCompiled)
{
FBlueprintEditorUtils::MarkBlueprintAsModified(Blueprint);
Blueprint->BroadcastChanged();
}
}
}
bool UK2Node_Select::CanAddOptionPinToNode() const
{
const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
if (IndexPinType.PinCategory == Schema->PC_Byte &&
IndexPinType.PinSubCategoryObject.IsValid() &&
IndexPinType.PinSubCategoryObject.Get()->IsA(UEnum::StaticClass()))
{
return false;
}
else if (IndexPinType.PinCategory == Schema->PC_Boolean)
{
return false;
}
return true;
}
bool UK2Node_Select::CanRemoveOptionPinToNode() const
{
const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
if (IndexPinType.PinCategory == Schema->PC_Byte &&
(NULL != Cast<UEnum>(IndexPinType.PinSubCategoryObject.Get())))
{
return false;
}
else if (IndexPinType.PinCategory == Schema->PC_Boolean)
{
return false;
}
return true;
}
void UK2Node_Select::ChangePinType(UEdGraphPin* Pin)
{
PinTypeChanged(Pin);
}
bool UK2Node_Select::CanChangePinType(UEdGraphPin* Pin) const
{
// If this is the index pin, only allow type switching if nothing is linked to the pin
if (Pin == GetIndexPin())
{
if (Pin->LinkedTo.Num() > 0)
{
return false;
}
}
// Else it's one of the wildcard pins that share their type, so make sure none of them have a link
else
{
if (GetReturnValuePin()->LinkedTo.Num() > 0)
{
return false;
}
else
{
TArray<UEdGraphPin*> OptionPins;
GetOptionPins(OptionPins);
for (auto It = OptionPins.CreateConstIterator(); It; It++)
{
UEdGraphPin* OptionPin = (*It);
if (OptionPin && OptionPin->LinkedTo.Num() > 0)
{
return false;
}
}
}
}
return true;
}
void UK2Node_Select::PinTypeChanged(UEdGraphPin* Pin)
{
const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
if (Pin == GetIndexPin())
{
if (IndexPinType != Pin->PinType)
{
IndexPinType = Pin->PinType;
if (IndexPinType.PinSubCategoryObject.IsValid())
{
SetEnum(Cast<UEnum>(IndexPinType.PinSubCategoryObject.Get()));
}
else if (Enum)
{
SetEnum(NULL);
}
// Remove all but two options if we switched to a bool index
if (IndexPinType.PinCategory == Schema->PC_Boolean)
{
NumOptionPins = 2;
bReconstructNode = true;
}
// Reset the default value
Schema->SetPinDefaultValueBasedOnType(Pin);
}
}
else
{
// Set the return value
UEdGraphPin* ReturnPin = GetReturnValuePin();
if (ReturnPin->PinType != Pin->PinType)
{
// Recombine the sub pins back into the ReturnPin
if (ReturnPin->SubPins.Num() > 0)
{
Schema->RecombinePin(ReturnPin->SubPins[0]);
}
ReturnPin->PinType = Pin->PinType;
Schema->SetPinDefaultValueBasedOnType(ReturnPin);
}
// Recombine all option pins back into their root
TArray<UEdGraphPin*> OptionPins;
GetOptionPins(OptionPins);
for (UEdGraphPin* OptionPin : OptionPins)
{
// Recombine the sub pins back into the OptionPin
if (OptionPin->ParentPin == nullptr && OptionPin->SubPins.Num() > 0)
{
Schema->RecombinePin(OptionPin->SubPins[0]);
}
}
// Get the options again and set them
GetOptionPins(OptionPins);
for (auto It = OptionPins.CreateConstIterator(); It; It++)
{
UEdGraphPin* OptionPin = (*It);
if (OptionPin->PinType != Pin->PinType ||
OptionPin == Pin)
{
OptionPin->PinType = Pin->PinType;
Schema->SetPinDefaultValueBasedOnType(OptionPin);
}
}
}
// Reconstruct the node since the options could change
if (bReconstructNode)
{
ReconstructNode();
}
// Let the graph know to refresh
GetGraph()->NotifyGraphChanged();
UBlueprint* Blueprint = GetBlueprint();
if(!Blueprint->bBeingCompiled)
{
FBlueprintEditorUtils::MarkBlueprintAsModified(Blueprint);
Blueprint->BroadcastChanged();
}
}
void UK2Node_Select::PostPasteNode()
{
Super::PostPasteNode();
if (UEdGraphPin* IndexPin = GetIndexPinUnchecked())
{
// This information will be cleared and we want to restore it
FString OldDefaultValue = IndexPin->DefaultValue;
// Corrects data in the index pin that is not valid after pasting
PinTypeChanged(IndexPin);
// Restore the default value of the index pin
IndexPin->DefaultValue = OldDefaultValue;
}
}
FSlateIcon UK2Node_Select::GetIconAndTint(FLinearColor& OutColor) const
{
static FSlateIcon Icon("EditorStyle", "GraphEditor.Select_16x");
return Icon;
}
bool UK2Node_Select::IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
if (OtherPin && (OtherPin->PinType.PinCategory == K2Schema->PC_Exec))
{
OutReason = LOCTEXT("ExecConnectionDisallowed", "Cannot connect with Exec pin.").ToString();
return true;
}
return Super::IsConnectionDisallowed(MyPin, OtherPin, OutReason);
}
FNodeHandlingFunctor* UK2Node_Select::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
{
static const FBoolConfigValueHelper UseSelectRef(TEXT("Kismet"), TEXT("bUseSelectRef"), GEngineIni);
return UseSelectRef
? static_cast<FNodeHandlingFunctor*>(new FKCHandler_SelectRef(CompilerContext))
: static_cast<FNodeHandlingFunctor*>(new FKCHandler_Select(CompilerContext));
}
void UK2Node_Select::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// 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();
// 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))
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(NodeSpawner != nullptr);
ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
}
}
FText UK2Node_Select::GetMenuCategory() const
{
return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Utilities);
}
void UK2Node_Select::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
Super::ExpandNode(CompilerContext, SourceGraph);
static const FBoolConfigValueHelper UseSelectRef(TEXT("Kismet"), TEXT("bUseSelectRef"), GEngineIni);
if (!UseSelectRef)
{
return;
}
bool bSuccess = false;
auto Schema = CompilerContext.GetSchema();
for (auto Pin : Pins)
{
const bool bValidAutoRefPin = Pin && !Schema->IsMetaPin(*Pin) && (Pin->Direction == EGPD_Input) && (!Pin->LinkedTo.Num() || (GetIndexPin() == Pin));
if (!bValidAutoRefPin)
{
continue;
}
//default values can be reset when the pin is connected
const auto DefaultValue = Pin->DefaultValue;
const auto DefaultObject = Pin->DefaultObject;
const auto DefaultTextValue = Pin->DefaultTextValue;
const auto AutogeneratedDefaultValue = Pin->AutogeneratedDefaultValue;
auto ValuePin = UK2Node_CallFunction::InnerHandleAutoCreateRef(this, Pin, CompilerContext, SourceGraph, true);
if (ValuePin)
{
if (!DefaultObject && DefaultTextValue.IsEmpty() && DefaultValue.Equals(AutogeneratedDefaultValue, ESearchCase::CaseSensitive))
{
// Use the latest code to set default value
Schema->SetPinDefaultValueBasedOnType(ValuePin);
}
else
{
ValuePin->DefaultValue = DefaultValue;
ValuePin->DefaultObject = DefaultObject;
ValuePin->DefaultTextValue = DefaultTextValue;
}
}
}
}
#undef LOCTEXT_NAMESPACE