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- Fixes redirected delegate nodes not ending up with a target pin type of the containing blueprint Delegate nodes now correctly use DisplayName if specified on the property #rb Michael.Noland #jira #ROBOMERGE-OWNER: ryan.vance #ROBOMERGE-AUTHOR: marc.audy #ROBOMERGE-SOURCE: CL 4952490 via CL 4952497 via CL 4954101 via CL 4955357 #ROBOMERGE-BOT: DEVVR (Main -> Dev-VR) [CL 5028688 by marc audy in Dev-VR branch]
118 lines
4.8 KiB
C++
118 lines
4.8 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "BlueprintDelegateNodeSpawner.h"
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#include "K2Node_Variable.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#include "Classes/EditorStyleSettings.h"
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#include "Editor/EditorEngine.h"
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#include "ObjectEditorUtils.h"
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#include "EditorCategoryUtils.h"
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#define LOCTEXT_NAMESPACE "BlueprintDelegateNodeSpawner"
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/*******************************************************************************
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* Static UBlueprintDelegateNodeSpawner Helpers
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******************************************************************************/
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namespace BlueprintDelegateNodeSpawnerImpl
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{
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static FText GetDefaultMenuName(UMulticastDelegateProperty const* Delegate);
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static FText GetDefaultMenuCategory(UMulticastDelegateProperty const* Delegate);
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static FSlateIcon GetDefaultMenuIcon(UMulticastDelegateProperty const* Delegate, FLinearColor& ColorOut);
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}
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//------------------------------------------------------------------------------
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static FText BlueprintDelegateNodeSpawnerImpl::GetDefaultMenuName(UMulticastDelegateProperty const* Delegate)
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{
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bool const bShowFriendlyNames = GetDefault<UEditorStyleSettings>()->bShowFriendlyNames;
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return bShowFriendlyNames ? FText::FromString(UEditorEngine::GetFriendlyName(Delegate)) : FText::FromName(Delegate->GetFName());
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}
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//------------------------------------------------------------------------------
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static FText BlueprintDelegateNodeSpawnerImpl::GetDefaultMenuCategory(UMulticastDelegateProperty const* Delegate)
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{
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FText DelegateCategory = FText::FromString(FObjectEditorUtils::GetCategory(Delegate));
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if (DelegateCategory.IsEmpty())
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{
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DelegateCategory = FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Delegates);
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}
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return DelegateCategory;
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}
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//------------------------------------------------------------------------------
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static FSlateIcon BlueprintDelegateNodeSpawnerImpl::GetDefaultMenuIcon(UMulticastDelegateProperty const* Delegate, FLinearColor& ColorOut)
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{
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FName const PropertyName = Delegate->GetFName();
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UStruct* const PropertyOwner = CastChecked<UStruct>(Delegate->GetOuterUField());
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return UK2Node_Variable::GetVariableIconAndColor(PropertyOwner, PropertyName, ColorOut);
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}
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/*******************************************************************************
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* UBlueprintDelegateNodeSpawner
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******************************************************************************/
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//------------------------------------------------------------------------------
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UBlueprintDelegateNodeSpawner* UBlueprintDelegateNodeSpawner::Create(TSubclassOf<UK2Node_BaseMCDelegate> NodeClass, UMulticastDelegateProperty const* const Property, UObject* Outer/* = nullptr*/)
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{
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check(Property != nullptr);
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if (Outer == nullptr)
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{
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Outer = GetTransientPackage();
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}
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//--------------------------------------
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// Constructing the Spawner
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//--------------------------------------
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UBlueprintDelegateNodeSpawner* NodeSpawner = NewObject<UBlueprintDelegateNodeSpawner>(Outer);
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NodeSpawner->Field = Property;
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NodeSpawner->NodeClass = NodeClass;
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//--------------------------------------
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// Default UI Signature
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//--------------------------------------
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FBlueprintActionUiSpec& MenuSignature = NodeSpawner->DefaultMenuSignature;
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//MenuSignature.MenuName, will be pulled from the node template
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MenuSignature.Category = BlueprintDelegateNodeSpawnerImpl::GetDefaultMenuCategory(Property);
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//MenuSignature.Tooltip, will be pulled from the node template
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//MenuSignature.Keywords, will be pulled from the node template
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MenuSignature.Icon = BlueprintDelegateNodeSpawnerImpl::GetDefaultMenuIcon(Property, MenuSignature.IconTint);
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//--------------------------------------
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// Post-Spawn Setup
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//--------------------------------------
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auto SetDelegateLambda = [](UEdGraphNode* NewNode, UField const* InField)
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{
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UMulticastDelegateProperty const* MCDProperty = Cast<UMulticastDelegateProperty>(InField);
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UK2Node_BaseMCDelegate* DelegateNode = Cast<UK2Node_BaseMCDelegate>(NewNode);
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if ((DelegateNode != nullptr) && (MCDProperty != nullptr))
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{
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UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForNodeChecked(NewNode);
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UClass* OwnerClass = MCDProperty->GetOwnerClass();
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DelegateNode->SetFromProperty(MCDProperty, false);
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}
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};
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NodeSpawner->SetNodeFieldDelegate = FSetNodeFieldDelegate::CreateStatic(SetDelegateLambda);
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return NodeSpawner;
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}
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//------------------------------------------------------------------------------
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UBlueprintDelegateNodeSpawner::UBlueprintDelegateNodeSpawner(FObjectInitializer const& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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//------------------------------------------------------------------------------
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UMulticastDelegateProperty const* UBlueprintDelegateNodeSpawner::GetDelegateProperty() const
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{
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return Cast<UMulticastDelegateProperty>(GetField());
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}
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#undef LOCTEXT_NAMESPACE
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