Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_SwitchEnum.cpp

207 lines
5.7 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "Kismet/KismetMathLibrary.h"
#include "K2Node_SwitchEnum.h"
#include "BlueprintNodeSpawner.h"
#define LOCTEXT_NAMESPACE "K2Node"
UK2Node_SwitchEnum::UK2Node_SwitchEnum(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
bHasDefaultPin = false;
FunctionName = TEXT("NotEqual_ByteByte");
FunctionClass = UKismetMathLibrary::StaticClass();
}
void UK2Node_SwitchEnum::SetEnum(UEnum* InEnum)
{
Enum = InEnum;
// regenerate enum name list
EnumEntries.Empty();
EnumFriendlyNames.Empty();
if (Enum)
{
PreloadObject(Enum);
for (int32 EnumIndex = 0; EnumIndex < Enum->NumEnums() - 1; ++EnumIndex)
{
bool const bShouldBeHidden = Enum->HasMetaData(TEXT("Hidden"), EnumIndex ) || Enum->HasMetaData(TEXT("Spacer"), EnumIndex );
if (!bShouldBeHidden)
{
FString const EnumValueName = Enum->GetEnumName(EnumIndex);
EnumEntries.Add( FName(*EnumValueName) );
FString EnumFriendlyName = Enum->GetEnumText(EnumIndex).ToString();
if (EnumFriendlyName.Len() == 0)
{
EnumFriendlyName = EnumValueName;
}
EnumFriendlyNames.Add( EnumFriendlyName );
}
}
}
}
FText UK2Node_SwitchEnum::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
FText EnumName = (Enum != NULL) ? FText::FromString(Enum->GetName()) : LOCTEXT("BadEnum", "(bad enum)");
FFormatNamedArguments Args;
Args.Add(TEXT("EnumName"), EnumName);
return FText::Format(NSLOCTEXT("K2Node", "Switch_Enum", "Switch on {EnumName}"), Args);
}
FString UK2Node_SwitchEnum::GetTooltip() const
{
return NSLOCTEXT("K2Node", "SwitchEnum_ToolTip", "Selects an output that matches the input value").ToString();
}
void UK2Node_SwitchEnum::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_SwitchEnum* EnumNode = CastChecked<UK2Node_SwitchEnum>(NewNode);
if (EnumPtr.IsValid())
{
EnumNode->SetEnum(EnumPtr.Get());
}
};
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(NodeSpawner != nullptr);
ActionListOut.Add(NodeSpawner);
TWeakObjectPtr<UEnum> EnumPtr = Enum;
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeEnumNodeLambda, EnumPtr);
}
}
void UK2Node_SwitchEnum::CreateSelectionPin()
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
CreatePin(EGPD_Input, K2Schema->PC_Byte, TEXT(""), NULL, false, false, TEXT("Selection"));
}
FString UK2Node_SwitchEnum::GetUniquePinName()
{
FString NewPinName;
for (auto EnumIt = EnumEntries.CreateConstIterator(); EnumIt; ++EnumIt)
{
FName EnumEntry = *EnumIt;
if ( !FindPin(EnumEntry.ToString()) )
{
break;
}
}
return NewPinName;
}
void UK2Node_SwitchEnum::CreateCasePins()
{
if(NULL != Enum)
{
SetEnum(Enum);
}
const bool bShouldUseAdvancedView = (EnumEntries.Num() > 5);
if(bShouldUseAdvancedView && (ENodeAdvancedPins::NoPins == AdvancedPinDisplay))
{
AdvancedPinDisplay = ENodeAdvancedPins::Hidden;
}
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
for (auto EnumIt = EnumEntries.CreateConstIterator(); EnumIt; ++EnumIt)
{
FName EnumEntry = *EnumIt;
UEdGraphPin * NewPin = CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, EnumEntry.ToString());
int32 Index = EnumIt.GetIndex();
if (EnumFriendlyNames.IsValidIndex(Index))
{
NewPin->PinFriendlyName = FText::FromString(EnumFriendlyNames[Index]);
}
if(bShouldUseAdvancedView && (EnumIt.GetIndex() > 2))
{
NewPin->bAdvancedView = true;
}
}
}
UK2Node::ERedirectType UK2Node_SwitchEnum::DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const
{
UK2Node::ERedirectType ReturnValue = Super::DoPinsMatchForReconstruction(NewPin, NewPinIndex, OldPin, OldPinIndex);
if (ReturnValue == UK2Node::ERedirectType_None && Enum && OldPinIndex > 2 && NewPinIndex > 2)
{
int32 OldIndex = Enum->FindEnumIndex(FName(*OldPin->PinName));
int32 NewIndex = Enum->FindEnumIndex(FName(*NewPin->PinName));
// This handles redirects properly
if (OldIndex == NewIndex && OldIndex != INDEX_NONE)
{
ReturnValue = UK2Node::ERedirectType_Name;
}
}
return ReturnValue;
}
void UK2Node_SwitchEnum::AddPinToSwitchNode()
{
// first try to restore unconnected pin, since connected one is always visible
for(auto PinIt = Pins.CreateIterator(); PinIt; ++PinIt)
{
UEdGraphPin* Pin = *PinIt;
if(Pin && (0 == Pin->LinkedTo.Num()) && Pin->bAdvancedView)
{
Pin->Modify();
Pin->bAdvancedView = false;
return;
}
}
for(auto PinIt = Pins.CreateIterator(); PinIt; ++PinIt)
{
UEdGraphPin* Pin = *PinIt;
if(Pin && Pin->bAdvancedView)
{
Pin->Modify();
Pin->bAdvancedView = false;
return;
}
}
}
void UK2Node_SwitchEnum::RemovePinFromSwitchNode(UEdGraphPin* Pin)
{
if(Pin)
{
if(!Pin->bAdvancedView)
{
Pin->Modify();
Pin->bAdvancedView = true;
}
Pin->BreakAllPinLinks();
}
}
#undef LOCTEXT_NAMESPACE