Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_AssignmentStatement.cpp
Michael Schoell 9cfb1acf4d Expanding macros with illegally placeable nodes in the context of the current graph will no longer crash.
Assign and temporary variable nodes can now be pasted into any graph with a supporting schema. Drag and drop from palette and context menu will not allow these nodes still.

When dragging and dropping nodes from the palette, if the node cannot be pasted or it is not compatible with the graph, it will not be droppable.

#jira UE-6234 - Expand Node crashes engine

[CL 2383820 by Michael Schoell in Main branch]
2014-12-10 12:43:55 -05:00

212 lines
6.7 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "KismetCompiler.h"
#include "VariableSetHandler.h"
#include "BlueprintNodeSpawner.h"
#include "EditorCategoryUtils.h"
#include "BlueprintActionDatabaseRegistrar.h"
#define LOCTEXT_NAMESPACE "K2Node_AssignmentStatement"
//////////////////////////////////////////////////////////////////////////
// FKCHandler_AssignmentStatement
class FKCHandler_AssignmentStatement : public FKCHandler_VariableSet
{
public:
FKCHandler_AssignmentStatement(FKismetCompilerContext& InCompilerContext)
: FKCHandler_VariableSet(InCompilerContext)
{
}
virtual void RegisterNets(FKismetFunctionContext& Context, UEdGraphNode* Node) override
{
UEdGraphPin* VariablePin = Node->FindPin(TEXT("Variable"));
UEdGraphPin* ValuePin = Node->FindPin(TEXT("Value"));
if ((VariablePin == NULL) || (ValuePin == NULL))
{
CompilerContext.MessageLog.Error(*LOCTEXT("MissingPins_Error", "Missing pin(s) on @@; expected a pin named Variable and a pin named Value").ToString(), Node);
}
if (VariablePin->LinkedTo.Num() == 0)
{
CompilerContext.MessageLog.Error(*LOCTEXT("NoVarriableConnected_Error", "A variable needs to be connected to @@").ToString(), VariablePin);
}
ValidateAndRegisterNetIfLiteral(Context, ValuePin);
}
virtual void Compile(FKismetFunctionContext& Context, UEdGraphNode* Node) override
{
UEdGraphPin* VariablePin = Node->FindPin(TEXT("Variable"));
UEdGraphPin* ValuePin = Node->FindPin(TEXT("Value"));
InnerAssignment(Context, Node, VariablePin, ValuePin);
// Generate the output impulse from this node
GenerateSimpleThenGoto(Context, *Node);
}
};
FString UK2Node_AssignmentStatement::VariablePinName = FString(TEXT("Variable"));
FString UK2Node_AssignmentStatement::ValuePinName = FString(TEXT("Value"));
UK2Node_AssignmentStatement::UK2Node_AssignmentStatement(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UK2Node_AssignmentStatement::AllocateDefaultPins()
{
const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
CreatePin(EGPD_Input, Schema->PC_Exec, TEXT(""), NULL, false, false, Schema->PN_Execute);
CreatePin(EGPD_Output, Schema->PC_Exec, TEXT(""), NULL, false, false, Schema->PN_Then);
UEdGraphPin* VariablePin = CreatePin(EGPD_Input, Schema->PC_Wildcard, TEXT(""), NULL, false, false, VariablePinName);
UEdGraphPin* ValuePin = CreatePin(EGPD_Input, Schema->PC_Wildcard, TEXT(""), NULL, false, false, ValuePinName);
Super::AllocateDefaultPins();
}
FText UK2Node_AssignmentStatement::GetTooltipText() const
{
return LOCTEXT("AssignmentStatementTooltip", "Assigns Value to Variable");
}
FText UK2Node_AssignmentStatement::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("Assign", "Assign");
}
bool UK2Node_AssignmentStatement::IsCompatibleWithGraph(UEdGraph const* TargetGraph) const
{
bool bIsCompatible = Super::IsCompatibleWithGraph(TargetGraph);
if (bIsCompatible)
{
EGraphType const GraphType = TargetGraph->GetSchema()->GetGraphType(TargetGraph);
bIsCompatible = GraphType == GT_Macro;
}
return bIsCompatible;
}
bool UK2Node_AssignmentStatement::CanPasteHere(const UEdGraph* TargetGraph) const
{
// These nodes can be pasted anywhere that UK2Node's are compatible with the graph
// Avoiding the call to IsCompatibleWithGraph because these nodes should normally only
// be placed in Macros, but it's nice to be able to paste Macro functionality anywhere.
return Super::IsCompatibleWithGraph(TargetGraph);
}
void UK2Node_AssignmentStatement::NotifyPinConnectionListChanged(UEdGraphPin* Pin)
{
Super::NotifyPinConnectionListChanged(Pin);
const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* VariablePin = FindPin(TEXT("Variable"));
UEdGraphPin* ValuePin = FindPin(TEXT("Value"));
if ((VariablePin->LinkedTo.Num() == 0) && (ValuePin->LinkedTo.Num() == 0))
{
// Restore the wildcard status
VariablePin->PinType.PinCategory = Schema->PC_Wildcard;
VariablePin->PinType.PinSubCategory = TEXT("");
VariablePin->PinType.PinSubCategoryObject = NULL;
ValuePin->PinType.PinCategory = Schema->PC_Wildcard;
ValuePin->PinType.PinSubCategory = TEXT("");
ValuePin->PinType.PinSubCategoryObject = NULL;
}
else if (Pin->LinkedTo.Num() > 0)
{
Pin->PinType = Pin->LinkedTo[0]->PinType;
// Enforce the type on the other pin
if (VariablePin == Pin)
{
ValuePin->PinType = VariablePin->PinType;
UEdGraphSchema_K2::ValidateExistingConnections(ValuePin);
}
else
{
VariablePin->PinType = ValuePin->PinType;
UEdGraphSchema_K2::ValidateExistingConnections(VariablePin);
}
}
}
void UK2Node_AssignmentStatement::PostReconstructNode()
{
UEdGraphPin* VariablePin = FindPin(TEXT("Variable"));
UEdGraphPin* ValuePin = FindPin(TEXT("Value"));
PinConnectionListChanged(VariablePin);
PinConnectionListChanged(ValuePin);
}
UEdGraphPin* UK2Node_AssignmentStatement::GetThenPin() const
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* Pin = FindPin(K2Schema->PN_Then);
check(Pin != NULL);
return Pin;
}
UEdGraphPin* UK2Node_AssignmentStatement::GetVariablePin() const
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* Pin = FindPin(VariablePinName);
check(Pin != NULL);
return Pin;
}
UEdGraphPin* UK2Node_AssignmentStatement::GetValuePin() const
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* Pin = FindPin(ValuePinName);
check(Pin != NULL);
return Pin;
}
FNodeHandlingFunctor* UK2Node_AssignmentStatement::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
{
return new FKCHandler_AssignmentStatement(CompilerContext);
}
void UK2Node_AssignmentStatement::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// actions get registered under specific object-keys; the idea is that
// actions might have to be updated (or deleted) if their object-key is
// mutated (or removed)... here we use the node's class (so if the node
// type disappears, then the action should go with it)
UClass* ActionKey = GetClass();
// to keep from needlessly instantiating a UBlueprintNodeSpawner, first
// check to make sure that the registrar is looking for actions of this type
// (could be regenerating actions for a specific asset, and therefore the
// registrar would only accept actions corresponding to that asset)
if (ActionRegistrar.IsOpenForRegistration(ActionKey))
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(NodeSpawner != nullptr);
ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
}
}
FText UK2Node_AssignmentStatement::GetMenuCategory() const
{
return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Macro);
}
#undef LOCTEXT_NAMESPACE