Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_GetNumEnumEntries.cpp
Nick Whiting b597a6f290 #ue4 Fix for enum nodes not preloading their enums
#codereview maciej.mroz

[CL 2221630 by Nick Whiting in Main branch]
2014-07-16 21:56:48 -04:00

125 lines
4.3 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "KismetCompiler.h"
#include "../../../Runtime/Engine/Classes/Kismet/KismetSystemLibrary.h"
#include "K2Node_GetNumEnumEntries.h"
#include "BlueprintNodeSpawner.h"
#include "EditorCategoryUtils.h"
UK2Node_GetNumEnumEntries::UK2Node_GetNumEnumEntries(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
void UK2Node_GetNumEnumEntries::AllocateDefaultPins()
{
const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
// Create the return value pin
CreatePin(EGPD_Output, Schema->PC_Int, TEXT(""), NULL, false, false, Schema->PN_ReturnValue);
Super::AllocateDefaultPins();
}
FString UK2Node_GetNumEnumEntries::GetTooltip() const
{
const FString EnumName = (Enum != NULL) ? Enum->GetName() : TEXT("(bad enum)");
return FString::Printf(*NSLOCTEXT("K2Node", "GetNumEnumEntries_Tooltip", "Returns %s_MAX value").ToString(), *EnumName);
}
FText UK2Node_GetNumEnumEntries::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
const FText EnumName = (Enum != NULL) ? FText::FromString(Enum->GetName()) : NSLOCTEXT("K2Node", "BadEnum", "(bad enum)");
FFormatNamedArguments Args;
Args.Add(TEXT("EnumName"), EnumName);
return FText::Format(NSLOCTEXT("K2Node", "GetNumEnumEntries_Title", "Get number of entries in {EnumName}"), Args);
}
void UK2Node_GetNumEnumEntries::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
Super::ExpandNode(CompilerContext, SourceGraph);
if (CompilerContext.bIsFullCompile)
{
if(NULL == Enum)
{
CompilerContext.MessageLog.Error(*FString::Printf(*NSLOCTEXT("K2Node", "GetNumEnumEntries_Error", "@@ must have a valid enum defined").ToString()), this);
return;
}
// Force the enum to load its values if it hasn't already
if (Enum->HasAnyFlags(RF_NeedLoad))
{
Enum->GetLinker()->Preload(Enum);
}
const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
check(NULL != Schema);
//MAKE LITERAL
const FName FunctionName = GET_FUNCTION_NAME_CHECKED(UKismetSystemLibrary, MakeLiteralInt);
UK2Node_CallFunction* MakeLiteralInt = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
MakeLiteralInt->SetFromFunction(UKismetSystemLibrary::StaticClass()->FindFunctionByName(FunctionName));
MakeLiteralInt->AllocateDefaultPins();
//OPUTPUT PIN
UEdGraphPin* OrgReturnPin = FindPinChecked(Schema->PN_ReturnValue);
UEdGraphPin* NewReturnPin = MakeLiteralInt->GetReturnValuePin();
check(NULL != NewReturnPin);
CompilerContext.MovePinLinksToIntermediate(*OrgReturnPin, *NewReturnPin);
//INPUT PIN
UEdGraphPin* InputPin = MakeLiteralInt->FindPinChecked(TEXT("Value"));
check(EGPD_Input == InputPin->Direction);
const FString DefaultValue = FString::FromInt(Enum->NumEnums() - 1);
InputPin->DefaultValue = DefaultValue;
BreakAllNodeLinks();
}
}
void UK2Node_GetNumEnumEntries::GetMenuActions(TArray<UBlueprintNodeSpawner*>& ActionListOut) const
{
for (TObjectIterator<UEnum> EnumIt; EnumIt; ++EnumIt)
{
UEnum const* Enum = (*EnumIt);
// we only want to add global "standalone" enums here; those belonging to a
// certain class should instead be associated with that class (so when
// the class is modified we can easily handle any enums that were changed).
//
// @TODO: don't love how this code is essentially duplicated in BlueprintActionDatabase.cpp, for class enums
bool bIsStandaloneEnum = Enum->GetOuter()->IsA(UPackage::StaticClass());
if (!bIsStandaloneEnum || !UEdGraphSchema_K2::IsAllowableBlueprintVariableType(Enum))
{
continue;
}
auto CustomizeEnumNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, TWeakObjectPtr<UEnum> EnumPtr)
{
UK2Node_GetNumEnumEntries* EnumNode = CastChecked<UK2Node_GetNumEnumEntries>(NewNode);
if (EnumPtr.IsValid())
{
EnumNode->Enum = EnumPtr.Get();
}
};
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(NodeSpawner != nullptr);
ActionListOut.Add(NodeSpawner);
TWeakObjectPtr<UEnum> EnumPtr = Enum;
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeEnumNodeLambda, EnumPtr);
}
}
FText UK2Node_GetNumEnumEntries::GetMenuCategory() const
{
return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Enum);
}