Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_InputAxisKeyEvent.cpp
Mikolaj Sieluzycki 4f40175cb6 Engine.h/EnginePrivate.h cleanup - delegate bindings.
[CL 2251079 by Mikolaj Sieluzycki in Main branch]
2014-08-11 03:23:38 -04:00

154 lines
5.0 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "K2Node_InputAxisKeyEvent.h"
#include "CompilerResultsLog.h"
#include "BlueprintNodeSpawner.h"
#include "EditorCategoryUtils.h"
#include "Engine/InputAxisKeyDelegateBinding.h"
#define LOCTEXT_NAMESPACE "UK2Node_InputAxisKeyEvent"
UK2Node_InputAxisKeyEvent::UK2Node_InputAxisKeyEvent(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
bConsumeInput = true;
bOverrideParentBinding = true;
bInternalEvent = true;
EventSignatureName = TEXT("InputAxisHandlerDynamicSignature__DelegateSignature");
EventSignatureClass = UInputComponent::StaticClass();
}
void UK2Node_InputAxisKeyEvent::Initialize(const FKey InAxisKey)
{
AxisKey = InAxisKey;
CustomFunctionName = FName(*FString::Printf(TEXT("InpAxisKeyEvt_%s_%s"), *AxisKey.ToString(), *GetName()));
}
FText UK2Node_InputAxisKeyEvent::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return AxisKey.GetDisplayName();
}
FString UK2Node_InputAxisKeyEvent::GetTooltip() const
{
return FString::Printf(*NSLOCTEXT("K2Node", "InputAxisKey_Tooltip", "Event that provides the current value of the %s axis once per frame when input is enabled for the containing actor.").ToString(), *AxisKey.GetDisplayName().ToString());
}
void UK2Node_InputAxisKeyEvent::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
{
Super::ValidateNodeDuringCompilation(MessageLog);
if (!AxisKey.IsValid())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Invalid_InputAxisKey_Warning", "InputAxisKey Event specifies invalid FKey'{0}' for @@"), FText::FromString(AxisKey.ToString())).ToString(), this);
}
else if (!AxisKey.IsFloatAxis())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotAxis_InputAxisKey_Warning", "InputAxisKey Event specifies FKey'{0}' which is not a float axis for @@"), FText::FromString(AxisKey.ToString())).ToString(), this);
}
else if (!AxisKey.IsBindableInBlueprints())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotBindable_InputAxisKey_Warning", "InputAxisKey Event specifies FKey'{0}' that is not blueprint bindable for @@"), FText::FromString(AxisKey.ToString())).ToString(), this);
}
}
UClass* UK2Node_InputAxisKeyEvent::GetDynamicBindingClass() const
{
return UInputAxisKeyDelegateBinding::StaticClass();
}
FName UK2Node_InputAxisKeyEvent::GetPaletteIcon(FLinearColor& OutColor) const
{
if (AxisKey.IsMouseButton())
{
return TEXT("GraphEditor.MouseEvent_16x");
}
else if (AxisKey.IsGamepadKey())
{
return TEXT("GraphEditor.PadEvent_16x");
}
else
{
return TEXT("GraphEditor.KeyEvent_16x");
}
}
void UK2Node_InputAxisKeyEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
{
UInputAxisKeyDelegateBinding* InputAxisKeyBindingObject = CastChecked<UInputAxisKeyDelegateBinding>(BindingObject);
FBlueprintInputAxisKeyDelegateBinding Binding;
Binding.AxisKey = AxisKey;
Binding.bConsumeInput = bConsumeInput;
Binding.bExecuteWhenPaused = bExecuteWhenPaused;
Binding.bOverrideParentBinding = bOverrideParentBinding;
Binding.FunctionNameToBind = CustomFunctionName;
InputAxisKeyBindingObject->InputAxisKeyDelegateBindings.Add(Binding);
}
bool UK2Node_InputAxisKeyEvent::IsCompatibleWithGraph(const UEdGraph* TargetGraph) const
{
// By default, to be safe, we don't allow events to be pasted, except under special circumstances (see below)
bool bIsCompatible = false;
// Find the Blueprint that owns the target graph
UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(TargetGraph);
if (Blueprint && Blueprint->SkeletonGeneratedClass)
{
bIsCompatible = Blueprint->ParentClass->IsChildOf(AActor::StaticClass());
}
return bIsCompatible && Super::IsCompatibleWithGraph(TargetGraph);
}
void UK2Node_InputAxisKeyEvent::GetMenuActions(TArray<UBlueprintNodeSpawner*>& ActionListOut) const
{
TArray<FKey> AllKeys;
EKeys::GetAllKeys(AllKeys);
for (FKey const Key : AllKeys)
{
if (!Key.IsBindableInBlueprints() || !Key.IsFloatAxis())
{
continue;
}
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(NodeSpawner != nullptr);
auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FKey Key)
{
UK2Node_InputAxisKeyEvent* InputNode = CastChecked<UK2Node_InputAxisKeyEvent>(NewNode);
InputNode->Initialize(Key);
};
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeInputNodeLambda, Key);
ActionListOut.Add(NodeSpawner);
}
}
FText UK2Node_InputAxisKeyEvent::GetMenuCategory() const
{
FText SubCategory;
if (AxisKey.IsGamepadKey())
{
SubCategory = LOCTEXT("GamepadCategory", "Gamepad Events");
}
else if (AxisKey.IsMouseButton())
{
SubCategory = LOCTEXT("MouseCategory", "Mouse Events");
}
else
{
SubCategory = LOCTEXT("KeyEventsCategory", "Key Events");
}
return FEditorCategoryUtils::BuildCategoryString(FCommonEditorCategory::Input, SubCategory);
}
#undef LOCTEXT_NAMESPACE