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149 lines
4.8 KiB
C++
149 lines
4.8 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "BlueprintGraphPrivatePCH.h"
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#include "K2Node_GetInputAxisKeyValue.h"
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#include "CompilerResultsLog.h"
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#include "BlueprintNodeSpawner.h"
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#include "EditorCategoryUtils.h"
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#include "Engine/InputAxisKeyDelegateBinding.h"
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#define LOCTEXT_NAMESPACE "K2Node_GetInputAxisKeyValue"
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UK2Node_GetInputAxisKeyValue::UK2Node_GetInputAxisKeyValue(const class FPostConstructInitializeProperties& PCIP)
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: Super(PCIP)
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{
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bConsumeInput = true;
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}
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void UK2Node_GetInputAxisKeyValue::AllocateDefaultPins()
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{
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Super::AllocateDefaultPins();
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UEdGraphPin* InputAxisKeyPin = FindPinChecked(TEXT("InputAxisKey"));
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InputAxisKeyPin->DefaultValue = InputAxisKey.ToString();
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}
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void UK2Node_GetInputAxisKeyValue::Initialize(const FKey AxisKey)
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{
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InputAxisKey = AxisKey;
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SetFromFunction(AActor::StaticClass()->FindFunctionByName(TEXT("GetInputAxisKeyValue")));
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}
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FText UK2Node_GetInputAxisKeyValue::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("AxisKey"), InputAxisKey.GetDisplayName());
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FText TitleFormat = NSLOCTEXT("K2Node", "GetInputAxisKey_Name", "Get {AxisKey}");
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if (TitleType == ENodeTitleType::ListView)
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{
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TitleFormat = NSLOCTEXT("K2Node", "GetInputAxisKey_ListTitle", "{AxisKey}");
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}
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return FText::Format(TitleFormat, Args);
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}
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FString UK2Node_GetInputAxisKeyValue::GetTooltip() const
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("AxisKey"), InputAxisKey.GetDisplayName());
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return 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).ToString();
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}
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void UK2Node_GetInputAxisKeyValue::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
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{
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Super::ValidateNodeDuringCompilation(MessageLog);
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if (!InputAxisKey.IsValid())
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{
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MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Invalid_GetInputAxisKey_Warning", "GetInputAxisKey Value specifies invalid FKey'{0}' for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this);
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}
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else if (!InputAxisKey.IsFloatAxis())
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{
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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);
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}
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else if (!InputAxisKey.IsBindableInBlueprints())
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{
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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);
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}
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}
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UClass* UK2Node_GetInputAxisKeyValue::GetDynamicBindingClass() const
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{
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return UInputAxisKeyDelegateBinding::StaticClass();
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}
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void UK2Node_GetInputAxisKeyValue::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
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{
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UInputAxisKeyDelegateBinding* InputAxisKeyBindingObject = CastChecked<UInputAxisKeyDelegateBinding>(BindingObject);
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FBlueprintInputAxisKeyDelegateBinding Binding;
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Binding.AxisKey = InputAxisKey;
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Binding.bConsumeInput = bConsumeInput;
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Binding.bExecuteWhenPaused = bExecuteWhenPaused;
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InputAxisKeyBindingObject->InputAxisKeyDelegateBindings.Add(Binding);
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}
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FName UK2Node_GetInputAxisKeyValue::GetPaletteIcon(FLinearColor& OutColor) const
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{
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if (InputAxisKey.IsMouseButton())
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{
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return TEXT("GraphEditor.MouseEvent_16x");
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}
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else if (InputAxisKey.IsGamepadKey())
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{
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return TEXT("GraphEditor.PadEvent_16x");
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}
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else
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{
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return TEXT("GraphEditor.KeyEvent_16x");
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}
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}
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void UK2Node_GetInputAxisKeyValue::GetMenuActions(TArray<UBlueprintNodeSpawner*>& ActionListOut) const
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{
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TArray<FKey> AllKeys;
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EKeys::GetAllKeys(AllKeys);
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for (FKey const Key : AllKeys)
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{
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if (!Key.IsBindableInBlueprints() || !Key.IsFloatAxis())
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{
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continue;
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}
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UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
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check(NodeSpawner != nullptr);
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auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FKey Key)
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{
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UK2Node_GetInputAxisKeyValue* InputNode = CastChecked<UK2Node_GetInputAxisKeyValue>(NewNode);
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InputNode->Initialize(Key);
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};
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NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeInputNodeLambda, Key);
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ActionListOut.Add(NodeSpawner);
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}
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}
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FText UK2Node_GetInputAxisKeyValue::GetMenuCategory() const
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{
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FText SubCategory;
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if (InputAxisKey.IsGamepadKey())
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{
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SubCategory = LOCTEXT("GamepadSubCategory", "Gamepad Values");
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}
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else if (InputAxisKey.IsMouseButton())
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{
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SubCategory = LOCTEXT("MouseSubCategory", "Mouse Values");
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}
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else
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{
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SubCategory = LOCTEXT("KeySubCategory", "Key Values");
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}
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return FEditorCategoryUtils::BuildCategoryString(FCommonEditorCategory::Input, SubCategory);
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}
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#undef LOCTEXT_NAMESPACE |