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154 lines
5.0 KiB
C++
154 lines
5.0 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "BlueprintGraphPrivatePCH.h"
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#include "K2Node_InputAxisKeyEvent.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 "UK2Node_InputAxisKeyEvent"
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UK2Node_InputAxisKeyEvent::UK2Node_InputAxisKeyEvent(const class FPostConstructInitializeProperties& PCIP)
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: Super(PCIP)
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{
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bConsumeInput = true;
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bOverrideParentBinding = true;
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bInternalEvent = true;
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EventSignatureName = TEXT("InputAxisHandlerDynamicSignature__DelegateSignature");
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EventSignatureClass = UInputComponent::StaticClass();
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}
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void UK2Node_InputAxisKeyEvent::Initialize(const FKey InAxisKey)
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{
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AxisKey = InAxisKey;
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CustomFunctionName = FName(*FString::Printf(TEXT("InpAxisKeyEvt_%s_%s"), *AxisKey.ToString(), *GetName()));
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}
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FText UK2Node_InputAxisKeyEvent::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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return AxisKey.GetDisplayName();
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}
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FString UK2Node_InputAxisKeyEvent::GetTooltip() const
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{
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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());
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}
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void UK2Node_InputAxisKeyEvent::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
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{
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Super::ValidateNodeDuringCompilation(MessageLog);
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if (!AxisKey.IsValid())
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{
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MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Invalid_InputAxisKey_Warning", "InputAxisKey Event specifies invalid FKey'{0}' for @@"), FText::FromString(AxisKey.ToString())).ToString(), this);
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}
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else if (!AxisKey.IsFloatAxis())
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{
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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);
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}
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else if (!AxisKey.IsBindableInBlueprints())
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{
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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);
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}
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}
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UClass* UK2Node_InputAxisKeyEvent::GetDynamicBindingClass() const
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{
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return UInputAxisKeyDelegateBinding::StaticClass();
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}
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FName UK2Node_InputAxisKeyEvent::GetPaletteIcon(FLinearColor& OutColor) const
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{
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if (AxisKey.IsMouseButton())
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{
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return TEXT("GraphEditor.MouseEvent_16x");
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}
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else if (AxisKey.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_InputAxisKeyEvent::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 = AxisKey;
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Binding.bConsumeInput = bConsumeInput;
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Binding.bExecuteWhenPaused = bExecuteWhenPaused;
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Binding.bOverrideParentBinding = bOverrideParentBinding;
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Binding.FunctionNameToBind = CustomFunctionName;
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InputAxisKeyBindingObject->InputAxisKeyDelegateBindings.Add(Binding);
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}
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bool UK2Node_InputAxisKeyEvent::IsCompatibleWithGraph(const UEdGraph* TargetGraph) const
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{
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// By default, to be safe, we don't allow events to be pasted, except under special circumstances (see below)
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bool bIsCompatible = false;
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// Find the Blueprint that owns the target graph
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UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(TargetGraph);
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if (Blueprint && Blueprint->SkeletonGeneratedClass)
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{
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bIsCompatible = Blueprint->ParentClass->IsChildOf(AActor::StaticClass());
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}
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return bIsCompatible && Super::IsCompatibleWithGraph(TargetGraph);
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}
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void UK2Node_InputAxisKeyEvent::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_InputAxisKeyEvent* InputNode = CastChecked<UK2Node_InputAxisKeyEvent>(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_InputAxisKeyEvent::GetMenuCategory() const
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{
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FText SubCategory;
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if (AxisKey.IsGamepadKey())
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{
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SubCategory = LOCTEXT("GamepadCategory", "Gamepad Events");
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}
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else if (AxisKey.IsMouseButton())
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{
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SubCategory = LOCTEXT("MouseCategory", "Mouse Events");
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}
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else
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{
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SubCategory = LOCTEXT("KeyEventsCategory", "Key Events");
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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
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