You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
This will occur with every structural modification to any BP, node titles refresh only when visible. [CL 2499923 by Michael Schoell in Main branch]
216 lines
7.5 KiB
C++
216 lines
7.5 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
|
|
|
|
|
#include "BlueprintGraphPrivatePCH.h"
|
|
#include "KismetCompiler.h"
|
|
#include "Kismet/KismetNodeHelperLibrary.h"
|
|
#include "K2Node_CastByteToEnum.h"
|
|
#include "BlueprintFieldNodeSpawner.h"
|
|
#include "EditorCategoryUtils.h"
|
|
#include "BlueprintActionDatabaseRegistrar.h"
|
|
|
|
const FString UK2Node_CastByteToEnum::ByteInputPinName = TEXT("Byte");
|
|
|
|
UK2Node_CastByteToEnum::UK2Node_CastByteToEnum(const FObjectInitializer& ObjectInitializer)
|
|
: Super(ObjectInitializer)
|
|
{
|
|
}
|
|
|
|
void UK2Node_CastByteToEnum::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
|
|
{
|
|
Super::ValidateNodeDuringCompilation(MessageLog);
|
|
if (!Enum)
|
|
{
|
|
MessageLog.Error(*FString::Printf(*NSLOCTEXT("K2Node", "CastByteToNullEnumError", "Undefined Enum in @@").ToString()), this);
|
|
}
|
|
}
|
|
|
|
void UK2Node_CastByteToEnum::AllocateDefaultPins()
|
|
{
|
|
const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
|
|
|
|
CreatePin(EGPD_Input, Schema->PC_Byte, TEXT(""), NULL, false, false, ByteInputPinName);
|
|
CreatePin(EGPD_Output, Schema->PC_Byte, TEXT(""), Enum, false, false, Schema->PN_ReturnValue);
|
|
}
|
|
|
|
FText UK2Node_CastByteToEnum::GetTooltipText() const
|
|
{
|
|
if (Enum == nullptr)
|
|
{
|
|
return NSLOCTEXT("K2Node", "CastByteToEnum_NullTooltip", "Byte to Enum (bad enum)");
|
|
}
|
|
else if(CachedTooltip.IsOutOfDate(this))
|
|
{
|
|
// FText::Format() is slow, so we cache this to save on performance
|
|
CachedTooltip.SetCachedText(FText::Format(
|
|
NSLOCTEXT("K2Node", "CastByteToEnum_Tooltip", "Byte to Enum {0}"),
|
|
FText::FromName(Enum->GetFName())
|
|
), this);
|
|
}
|
|
return CachedTooltip;
|
|
}
|
|
|
|
FText UK2Node_CastByteToEnum::GetNodeTitle(ENodeTitleType::Type TitleType) const
|
|
{
|
|
return GetTooltipText();
|
|
}
|
|
|
|
FText UK2Node_CastByteToEnum::GetCompactNodeTitle() const
|
|
{
|
|
return NSLOCTEXT("K2Node", "CastSymbol", "\x2022");
|
|
}
|
|
|
|
FName UK2Node_CastByteToEnum::GetFunctionName() const
|
|
{
|
|
const FName FunctionName = GET_FUNCTION_NAME_CHECKED(UKismetNodeHelperLibrary, GetValidIndex);
|
|
return FunctionName;
|
|
}
|
|
|
|
void UK2Node_CastByteToEnum::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
|
|
{
|
|
Super::ExpandNode(CompilerContext, SourceGraph);
|
|
|
|
if (bSafe && Enum)
|
|
{
|
|
const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
|
|
|
|
// FUNCTION NODE
|
|
const FName FunctionName = GetFunctionName();
|
|
const UFunction* Function = UKismetNodeHelperLibrary::StaticClass()->FindFunctionByName(FunctionName);
|
|
check(NULL != Function);
|
|
UK2Node_CallFunction* CallValidation = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
|
|
CallValidation->SetFromFunction(Function);
|
|
CallValidation->AllocateDefaultPins();
|
|
check(CallValidation->IsNodePure());
|
|
|
|
// FUNCTION ENUM PIN
|
|
UEdGraphPin* FunctionEnumPin = CallValidation->FindPinChecked(TEXT("Enum"));
|
|
Schema->TrySetDefaultObject(*FunctionEnumPin, Enum);
|
|
check(FunctionEnumPin->DefaultObject == Enum);
|
|
|
|
// FUNCTION INPUT BYTE PIN
|
|
UEdGraphPin* OrgInputPin = FindPinChecked(ByteInputPinName);
|
|
UEdGraphPin* FunctionIndexPin = CallValidation->FindPinChecked(TEXT("EnumeratorIndex"));
|
|
check(EGPD_Input == FunctionIndexPin->Direction && Schema->PC_Byte == FunctionIndexPin->PinType.PinCategory);
|
|
CompilerContext.MovePinLinksToIntermediate(*OrgInputPin, *FunctionIndexPin);
|
|
|
|
// UNSAFE CAST NODE
|
|
UK2Node_CastByteToEnum* UsafeCast = CompilerContext.SpawnIntermediateNode<UK2Node_CastByteToEnum>(this, SourceGraph);
|
|
UsafeCast->Enum = Enum;
|
|
UsafeCast->bSafe = false;
|
|
UsafeCast->AllocateDefaultPins();
|
|
|
|
// UNSAFE CAST INPUT
|
|
UEdGraphPin* CastInputPin = UsafeCast->FindPinChecked(ByteInputPinName);
|
|
UEdGraphPin* FunctionReturnPin = CallValidation->GetReturnValuePin();
|
|
check(NULL != FunctionReturnPin);
|
|
Schema->TryCreateConnection(CastInputPin, FunctionReturnPin);
|
|
|
|
// OPUTPUT PIN
|
|
UEdGraphPin* OrgReturnPin = FindPinChecked(Schema->PN_ReturnValue);
|
|
UEdGraphPin* NewReturnPin = UsafeCast->FindPinChecked(Schema->PN_ReturnValue);
|
|
CompilerContext.MovePinLinksToIntermediate(*OrgReturnPin, *NewReturnPin);
|
|
|
|
BreakAllNodeLinks();
|
|
}
|
|
}
|
|
|
|
class FKCHandler_CastByteToEnum : public FNodeHandlingFunctor
|
|
{
|
|
public:
|
|
FKCHandler_CastByteToEnum(FKismetCompilerContext& InCompilerContext)
|
|
: FNodeHandlingFunctor(InCompilerContext)
|
|
{
|
|
}
|
|
|
|
virtual void RegisterNets(FKismetFunctionContext& Context, UEdGraphNode* Node) override
|
|
{
|
|
FNodeHandlingFunctor::RegisterNets(Context, Node); //handle literals
|
|
|
|
UEdGraphPin* InPin = Node->FindPinChecked(UK2Node_CastByteToEnum::ByteInputPinName);
|
|
UEdGraphPin* Net = FEdGraphUtilities::GetNetFromPin(InPin);
|
|
if (Context.NetMap.Find(Net) == NULL)
|
|
{
|
|
FBPTerminal* Term = Context.CreateLocalTerminalFromPinAutoChooseScope(Net, Context.NetNameMap->MakeValidName(Net));
|
|
Context.NetMap.Add(Net, Term);
|
|
}
|
|
|
|
FBPTerminal** ValueSource = Context.NetMap.Find(Net);
|
|
check(ValueSource && *ValueSource);
|
|
const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
|
|
UEdGraphPin* OutPin = Node->FindPinChecked(Schema->PN_ReturnValue);
|
|
if (ensure(Context.NetMap.Find(OutPin) == NULL))
|
|
{
|
|
// We need to copy here to avoid passing in a reference to an element inside the map. The array
|
|
// that owns the map members could be reallocated, causing the reference to become stale.
|
|
FBPTerminal* ValueSourceCopy = *ValueSource;
|
|
Context.NetMap.Add(OutPin, ValueSourceCopy);
|
|
}
|
|
}
|
|
};
|
|
|
|
FNodeHandlingFunctor* UK2Node_CastByteToEnum::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
|
|
{
|
|
if (!bSafe)
|
|
{
|
|
return new FKCHandler_CastByteToEnum(CompilerContext);
|
|
}
|
|
return new FNodeHandlingFunctor(CompilerContext);;
|
|
}
|
|
|
|
bool UK2Node_CastByteToEnum::IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const
|
|
{
|
|
const UEnum* SubCategoryObject = Cast<UEnum>(OtherPin->PinType.PinSubCategoryObject.Get());
|
|
if (SubCategoryObject)
|
|
{
|
|
if (SubCategoryObject != Enum)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void UK2Node_CastByteToEnum::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
|
|
{
|
|
auto SetNodeEnumLambda = [](UEdGraphNode* NewNode, UField const* /*EnumField*/, TWeakObjectPtr<UEnum> NonConstEnumPtr)
|
|
{
|
|
UK2Node_CastByteToEnum* EnumNode = CastChecked<UK2Node_CastByteToEnum>(NewNode);
|
|
EnumNode->Enum = NonConstEnumPtr.Get();
|
|
EnumNode->bSafe = true;
|
|
};
|
|
|
|
for (TObjectIterator<UEnum> EnumIt; EnumIt; ++EnumIt)
|
|
{
|
|
UEnum const* EnumToConsider = (*EnumIt);
|
|
if (!UEdGraphSchema_K2::IsAllowableBlueprintVariableType(EnumToConsider))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// to keep from needlessly instantiating a UBlueprintNodeSpawners, 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(EnumToConsider))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
UBlueprintFieldNodeSpawner* NodeSpawner = UBlueprintFieldNodeSpawner::Create(GetClass(), EnumToConsider);
|
|
check(NodeSpawner != nullptr);
|
|
TWeakObjectPtr<UEnum> NonConstEnumPtr = EnumToConsider;
|
|
NodeSpawner->SetNodeFieldDelegate = UBlueprintFieldNodeSpawner::FSetNodeFieldDelegate::CreateStatic(SetNodeEnumLambda, NonConstEnumPtr);
|
|
|
|
// this enum could belong to a class, or is a user defined enum (asset),
|
|
// that's why we want to make sure to register it along with the action
|
|
// (so the action can be refreshed when the class/asset is).
|
|
ActionRegistrar.AddBlueprintAction(EnumToConsider, NodeSpawner);
|
|
}
|
|
}
|
|
|
|
FText UK2Node_CastByteToEnum::GetMenuCategory() const
|
|
{
|
|
return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Enum);
|
|
}
|