Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/BlueprintDelegateNodeSpawner.cpp
Marc Audy f2bda7c975 Fix shadowed variables
[CL 2468158 by Marc Audy in Main branch]
2015-03-03 17:20:43 -05:00

120 lines
5.0 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "BlueprintDelegateNodeSpawner.h"
#include "K2Node_Variable.h"
#include "EditorStyleSettings.h" // for bShowFriendlyNames
#include "ObjectEditorUtils.h" // for GetCategory()
#include "BlueprintEditorUtils.h" // for FindBlueprintForNodeChecked()
#include "EditorCategoryUtils.h"
#include "K2Node_BaseMCDelegate.h"
#define LOCTEXT_NAMESPACE "BlueprintDelegateNodeSpawner"
/*******************************************************************************
* Static UBlueprintDelegateNodeSpawner Helpers
******************************************************************************/
namespace BlueprintDelegateNodeSpawnerImpl
{
static FText GetDefaultMenuName(UMulticastDelegateProperty const* Delegate);
static FText GetDefaultMenuCategory(UMulticastDelegateProperty const* Delegate);
static FName GetDefaultMenuIcon(UMulticastDelegateProperty const* Delegate, FLinearColor& ColorOut);
}
//------------------------------------------------------------------------------
static FText BlueprintDelegateNodeSpawnerImpl::GetDefaultMenuName(UMulticastDelegateProperty const* Delegate)
{
bool const bShowFriendlyNames = GetDefault<UEditorStyleSettings>()->bShowFriendlyNames;
return bShowFriendlyNames ? FText::FromString(UEditorEngine::GetFriendlyName(Delegate)) : FText::FromName(Delegate->GetFName());
}
//------------------------------------------------------------------------------
static FText BlueprintDelegateNodeSpawnerImpl::GetDefaultMenuCategory(UMulticastDelegateProperty const* Delegate)
{
FText DelegateCategory = FText::FromString(FObjectEditorUtils::GetCategory(Delegate));
if (DelegateCategory.IsEmpty())
{
DelegateCategory = FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Delegates);
}
return DelegateCategory;
}
//------------------------------------------------------------------------------
static FName BlueprintDelegateNodeSpawnerImpl::GetDefaultMenuIcon(UMulticastDelegateProperty const* Delegate, FLinearColor& ColorOut)
{
FName const PropertyName = Delegate->GetFName();
UStruct* const PropertyOwner = CastChecked<UStruct>(Delegate->GetOuterUField());
return UK2Node_Variable::GetVariableIconAndColor(PropertyOwner, PropertyName, ColorOut);
}
/*******************************************************************************
* UBlueprintDelegateNodeSpawner
******************************************************************************/
//------------------------------------------------------------------------------
UBlueprintDelegateNodeSpawner* UBlueprintDelegateNodeSpawner::Create(TSubclassOf<UK2Node_BaseMCDelegate> NodeClass, UMulticastDelegateProperty const* const Property, UObject* Outer/* = nullptr*/)
{
check(Property != nullptr);
if (Outer == nullptr)
{
Outer = GetTransientPackage();
}
//--------------------------------------
// Constructing the Spawner
//--------------------------------------
UBlueprintDelegateNodeSpawner* NodeSpawner = NewObject<UBlueprintDelegateNodeSpawner>(Outer);
NodeSpawner->Field = Property;
NodeSpawner->NodeClass = NodeClass;
//--------------------------------------
// Default UI Signature
//--------------------------------------
FBlueprintActionUiSpec& MenuSignature = NodeSpawner->DefaultMenuSignature;
//MenuSignature.MenuName, will be pulled from the node template
MenuSignature.Category = BlueprintDelegateNodeSpawnerImpl::GetDefaultMenuCategory(Property);
//MenuSignature.Tooltip, will be pulled from the node template
//MenuSignature.Keywords, will be pulled from the node template
MenuSignature.IconName = BlueprintDelegateNodeSpawnerImpl::GetDefaultMenuIcon(Property, MenuSignature.IconTint);
//--------------------------------------
// Post-Spawn Setup
//--------------------------------------
auto SetDelegateLambda = [](UEdGraphNode* NewNode, UField const* Field)
{
UMulticastDelegateProperty const* MCDProperty = Cast<UMulticastDelegateProperty>(Field);
UK2Node_BaseMCDelegate* DelegateNode = Cast<UK2Node_BaseMCDelegate>(NewNode);
if ((DelegateNode != nullptr) && (MCDProperty != nullptr))
{
UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForNodeChecked(NewNode);
UClass* OwnerClass = MCDProperty->GetOwnerClass();
bool const bIsSelfContext = Blueprint->SkeletonGeneratedClass->IsChildOf(OwnerClass);
DelegateNode->SetFromProperty(MCDProperty, bIsSelfContext);
}
};
NodeSpawner->SetNodeFieldDelegate = FSetNodeFieldDelegate::CreateStatic(SetDelegateLambda);
return NodeSpawner;
}
//------------------------------------------------------------------------------
UBlueprintDelegateNodeSpawner::UBlueprintDelegateNodeSpawner(FObjectInitializer const& ObjectInitializer)
: Super(ObjectInitializer)
{
}
//------------------------------------------------------------------------------
UMulticastDelegateProperty const* UBlueprintDelegateNodeSpawner::GetDelegateProperty() const
{
return Cast<UMulticastDelegateProperty>(GetField());
}
#undef LOCTEXT_NAMESPACE