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181 lines
6.2 KiB
C++
181 lines
6.2 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "BlueprintGraphPrivatePCH.h"
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#include "KismetCompiler.h"
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#include "Kismet/KismetNodeHelperLibrary.h"
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#include "K2Node_CastByteToEnum.h"
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#include "BlueprintNodeSpawner.h"
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#include "EditorCategoryUtils.h"
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const FString UK2Node_CastByteToEnum::ByteInputPinName = TEXT("Byte");
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UK2Node_CastByteToEnum::UK2Node_CastByteToEnum(const class FPostConstructInitializeProperties& PCIP)
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: Super(PCIP)
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{
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}
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void UK2Node_CastByteToEnum::AllocateDefaultPins()
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{
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check(Enum);
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const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
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CreatePin(EGPD_Input, Schema->PC_Byte, TEXT(""), NULL, false, false, ByteInputPinName);
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CreatePin(EGPD_Output, Schema->PC_Byte, TEXT(""), Enum, false, false, Schema->PN_ReturnValue);
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}
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FString UK2Node_CastByteToEnum::GetTooltip() const
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{
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return FString::Printf(
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*NSLOCTEXT("K2Node", "CastByteToEnum_Tooltip", "Byte to Enum %s").ToString(),
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*Enum->GetName());
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}
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FText UK2Node_CastByteToEnum::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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return FText::FromString(GetTooltip());
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}
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FText UK2Node_CastByteToEnum::GetCompactNodeTitle() const
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{
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return NSLOCTEXT("K2Node", "CastSymbol", "\x2022");
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}
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FName UK2Node_CastByteToEnum::GetFunctionName() const
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{
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const FName FunctionName = GET_FUNCTION_NAME_CHECKED(UKismetNodeHelperLibrary, GetValidIndex);
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return FunctionName;
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}
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void UK2Node_CastByteToEnum::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
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{
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Super::ExpandNode(CompilerContext, SourceGraph);
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if (CompilerContext.bIsFullCompile && bSafe)
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{
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const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
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// FUNCTION NODE
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const FName FunctionName = GetFunctionName();
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const UFunction* Function = UKismetNodeHelperLibrary::StaticClass()->FindFunctionByName(FunctionName);
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check(NULL != Function);
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UK2Node_CallFunction* CallValidation = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
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CallValidation->SetFromFunction(Function);
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CallValidation->AllocateDefaultPins();
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check(CallValidation->IsNodePure());
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// FUNCTION ENUM PIN
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UEdGraphPin* FunctionEnumPin = CallValidation->FindPinChecked(TEXT("Enum"));
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Schema->TrySetDefaultObject(*FunctionEnumPin, Enum);
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check(FunctionEnumPin->DefaultObject == Enum);
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// FUNCTION INPUT BYTE PIN
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UEdGraphPin* OrgInputPin = FindPinChecked(ByteInputPinName);
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UEdGraphPin* FunctionIndexPin = CallValidation->FindPinChecked(TEXT("EnumeratorIndex"));
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check(EGPD_Input == FunctionIndexPin->Direction && Schema->PC_Byte == FunctionIndexPin->PinType.PinCategory);
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CompilerContext.MovePinLinksToIntermediate(*OrgInputPin, *FunctionIndexPin);
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// UNSAFE CAST NODE
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UK2Node_CastByteToEnum* UsafeCast = CompilerContext.SpawnIntermediateNode<UK2Node_CastByteToEnum>(this, SourceGraph);
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UsafeCast->Enum = Enum;
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UsafeCast->bSafe = false;
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UsafeCast->AllocateDefaultPins();
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// UNSAFE CAST INPUT
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UEdGraphPin* CastInputPin = UsafeCast->FindPinChecked(ByteInputPinName);
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UEdGraphPin* FunctionReturnPin = CallValidation->GetReturnValuePin();
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check(NULL != FunctionReturnPin);
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Schema->TryCreateConnection(CastInputPin, FunctionReturnPin);
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// OPUTPUT PIN
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UEdGraphPin* OrgReturnPin = FindPinChecked(Schema->PN_ReturnValue);
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UEdGraphPin* NewReturnPin = UsafeCast->FindPinChecked(Schema->PN_ReturnValue);
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CompilerContext.MovePinLinksToIntermediate(*OrgReturnPin, *NewReturnPin);
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BreakAllNodeLinks();
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}
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}
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class FKCHandler_CastByteToEnum : public FNodeHandlingFunctor
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{
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public:
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FKCHandler_CastByteToEnum(FKismetCompilerContext& InCompilerContext)
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: FNodeHandlingFunctor(InCompilerContext)
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{
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}
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virtual void RegisterNets(FKismetFunctionContext& Context, UEdGraphNode* Node) override
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{
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FNodeHandlingFunctor::RegisterNets(Context, Node); //handle literals
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UEdGraphPin* InPin = Node->FindPinChecked(UK2Node_CastByteToEnum::ByteInputPinName);
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UEdGraphPin* Net = FEdGraphUtilities::GetNetFromPin(InPin);
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if (Context.NetMap.Find(Net) == NULL)
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{
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FBPTerminal* Term = new (Context.IsEventGraph() ? Context.EventGraphLocals : Context.Locals) FBPTerminal();
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Term->CopyFromPin(Net, Context.NetNameMap->MakeValidName(Net));
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Context.NetMap.Add(Net, Term);
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}
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FBPTerminal** ValueSource = Context.NetMap.Find(Net);
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check(ValueSource && *ValueSource);
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const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
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UEdGraphPin* OutPin = Node->FindPinChecked(Schema->PN_ReturnValue);
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if (ensure(Context.NetMap.Find(OutPin) == NULL))
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{
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Context.NetMap.Add(OutPin, *ValueSource);
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}
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}
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};
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FNodeHandlingFunctor* UK2Node_CastByteToEnum::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
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{
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if (!bSafe)
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{
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return new FKCHandler_CastByteToEnum(CompilerContext);
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}
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return new FNodeHandlingFunctor(CompilerContext);;
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}
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void UK2Node_CastByteToEnum::GetMenuActions(TArray<UBlueprintNodeSpawner*>& ActionListOut) const
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{
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for (TObjectIterator<UEnum> EnumIt; EnumIt; ++EnumIt)
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{
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UEnum const* Enum = (*EnumIt);
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// we only want to add global "standalone" enums here; those belonging to a
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// certain class should instead be associated with that class (so when
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// the class is modified we can easily handle any enums that were changed).
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//
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// @TODO: don't love how this code is essentially duplicated in BlueprintActionDatabase.cpp, for class enums
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bool bIsStandaloneEnum = Enum->GetOuter()->IsA(UPackage::StaticClass());
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if (!bIsStandaloneEnum || !UEdGraphSchema_K2::IsAllowableBlueprintVariableType(Enum))
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{
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continue;
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}
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auto CustomizeEnumNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, TWeakObjectPtr<UEnum> EnumPtr)
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{
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UK2Node_CastByteToEnum* EnumNode = CastChecked<UK2Node_CastByteToEnum>(NewNode);
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if (EnumPtr.IsValid())
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{
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EnumNode->Enum = EnumPtr.Get();
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}
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EnumNode->bSafe = true;
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};
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UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
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check(NodeSpawner != nullptr);
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ActionListOut.Add(NodeSpawner);
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TWeakObjectPtr<UEnum> EnumPtr = Enum;
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NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeEnumNodeLambda, EnumPtr);
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}
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}
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FText UK2Node_CastByteToEnum::GetMenuCategory() const
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{
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return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Enum);
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}
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