Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_ExecutionSequence.cpp
Ben Marsh 149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00

302 lines
9.8 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "KismetCompiler.h"
#include "KismetCompilerMisc.h"
#include "BlueprintNodeSpawner.h"
#include "EditorCategoryUtils.h"
#include "BlueprintActionDatabaseRegistrar.h"
#define LOCTEXT_NAMESPACE "K2Node_MultiGate"
//////////////////////////////////////////////////////////////////////////
// FKCHandler_ExecutionSequence
class FKCHandler_ExecutionSequence : public FNodeHandlingFunctor
{
public:
FKCHandler_ExecutionSequence(FKismetCompilerContext& InCompilerContext)
: FNodeHandlingFunctor(InCompilerContext)
{
}
virtual void Compile(FKismetFunctionContext& Context, UEdGraphNode* Node) override
{
// Make sure that the input pin is connected and valid for this block
FEdGraphPinType ExpectedPinType;
ExpectedPinType.PinCategory = UEdGraphSchema_K2::PC_Exec;
UEdGraphPin* ExecTriggeringPin = Context.FindRequiredPinByName(Node, UEdGraphSchema_K2::PN_Execute, EGPD_Input);
if ((ExecTriggeringPin == NULL) || !Context.ValidatePinType(ExecTriggeringPin, ExpectedPinType))
{
CompilerContext.MessageLog.Error(*FString::Printf(*LOCTEXT("NoValidExecutionPinForExecSeq_Error", "@@ must have a valid execution pin @@").ToString()), Node, ExecTriggeringPin);
return;
}
else if (ExecTriggeringPin->LinkedTo.Num() == 0)
{
CompilerContext.MessageLog.Warning(*FString::Printf(*LOCTEXT("NodeNeverExecuted_Warning", "@@ will never be executed").ToString()), Node);
return;
}
// Find the valid, connected output pins, and add them to the processing list
TArray<UEdGraphPin*> OutputPins;
for (int32 i = 0; i < Node->Pins.Num(); i++)
{
UEdGraphPin* CurrentPin = Node->Pins[i];
if ((CurrentPin->Direction == EGPD_Output) && (CurrentPin->PinName.StartsWith(CompilerContext.GetSchema()->PN_Then)) && (CurrentPin->LinkedTo.Num() > 0))
{
OutputPins.Add(CurrentPin);
}
}
//@TODO: Sort the pins by the number appended to the pin!
// Process the pins, if there are any valid entries
if (OutputPins.Num() > 0)
{
if (Context.bCreateDebugData && (OutputPins.Num() > 1))
{
const FString NodeComment = Node->NodeComment.IsEmpty() ? Node->GetName() : Node->NodeComment;
// Assuming sequence X goes to A, B, C, we want to emit:
// X: push X1
// goto A
// X1: debug site
// push X2
// goto B
// X2: debug site
// goto C
// A push statement we need to patch up on the next pass (e.g., push X1 before we know where X1 is)
FBlueprintCompiledStatement* LastPushStatement = NULL;
for (int32 i = 0; i < OutputPins.Num(); ++i)
{
// Emit the debug site and patch up the previous jump if we're on subsequent steps
const bool bNotFirstIndex = i > 0;
if (bNotFirstIndex)
{
// Emit a debug site
FBlueprintCompiledStatement& DebugSiteAndJumpTarget = Context.AppendStatementForNode(Node);
DebugSiteAndJumpTarget.Type = KCST_DebugSite;
DebugSiteAndJumpTarget.Comment = NodeComment;
DebugSiteAndJumpTarget.bIsJumpTarget = true;
// Patch up the previous push jump target
check(LastPushStatement);
LastPushStatement->TargetLabel = &DebugSiteAndJumpTarget;
}
// Emit a push to get to the next step in the sequence, unless we're the last one
const bool bNotLastIndex = (i + 1) < OutputPins.Num();
if (bNotLastIndex)
{
FBlueprintCompiledStatement& PushExecutionState = Context.AppendStatementForNode(Node);
PushExecutionState.Type = KCST_PushState;
LastPushStatement = &PushExecutionState;
}
// Emit the goto to the actual state
FBlueprintCompiledStatement& GotoSequenceLinkedState = Context.AppendStatementForNode(Node);
GotoSequenceLinkedState.Type = KCST_UnconditionalGoto;
Context.GotoFixupRequestMap.Add(&GotoSequenceLinkedState, OutputPins[i]);
}
}
else
{
// Directly emit pushes to execute the remaining branches
for (int32 i = OutputPins.Num() - 1; i > 0; i--)
{
FBlueprintCompiledStatement& PushExecutionState = Context.AppendStatementForNode(Node);
PushExecutionState.Type = KCST_PushState;
Context.GotoFixupRequestMap.Add(&PushExecutionState, OutputPins[i]);
}
// Immediately jump to the first pin
UEdGraphNode* NextNode = OutputPins[0]->LinkedTo[0]->GetOwningNode();
FBlueprintCompiledStatement& NextExecutionState = Context.AppendStatementForNode(Node);
NextExecutionState.Type = KCST_UnconditionalGoto;
Context.GotoFixupRequestMap.Add(&NextExecutionState, OutputPins[0]);
}
}
else
{
FBlueprintCompiledStatement& NextExecutionState = Context.AppendStatementForNode(Node);
NextExecutionState.Type = KCST_EndOfThread;
CompilerContext.MessageLog.Warning(*LOCTEXT("NoValidOutput_Warning", "@@ has no valid output").ToString(), Node);
}
}
};
UK2Node_ExecutionSequence::UK2Node_ExecutionSequence(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
void UK2Node_ExecutionSequence::AllocateDefaultPins()
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
CreatePin(EGPD_Input, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Execute);
// Add two default pins
for (int32 i = 0; i < 2; ++i)
{
CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, GetPinNameGivenIndex(i));
}
Super::AllocateDefaultPins();
}
FText UK2Node_ExecutionSequence::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return NSLOCTEXT("K2Node", "Sequence", "Sequence");
}
FLinearColor UK2Node_ExecutionSequence::GetNodeTitleColor() const
{
return FLinearColor::White;
}
FText UK2Node_ExecutionSequence::GetTooltipText() const
{
return NSLOCTEXT("K2Node", "ExecutePinInOrder_Tooltip", "Executes a series of pins in order");
}
FString UK2Node_ExecutionSequence::GetUniquePinName()
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
FString NewPinName;
int32 i = 0;
while (true)
{
NewPinName = GetPinNameGivenIndex(i++);
if (!FindPin(NewPinName))
{
break;
}
}
return NewPinName;
}
void UK2Node_ExecutionSequence::AddPinToExecutionNode()
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, GetUniquePinName());
}
void UK2Node_ExecutionSequence::RemovePinFromExecutionNode(UEdGraphPin* TargetPin)
{
UK2Node_ExecutionSequence* OwningSeq = Cast<UK2Node_ExecutionSequence>( TargetPin->GetOwningNode() );
if (OwningSeq)
{
TargetPin->BreakAllPinLinks();
OwningSeq->Pins.Remove(TargetPin);
// Renumber the pins so the numbering is compact
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
int32 ThenIndex = 0;
for (int32 i = 0; i < OwningSeq->Pins.Num(); ++i)
{
UEdGraphPin* PotentialPin = OwningSeq->Pins[i];
if (K2Schema->IsExecPin(*PotentialPin) && (PotentialPin->Direction == EGPD_Output))
{
PotentialPin->PinName = GetPinNameGivenIndex(ThenIndex);
++ThenIndex;
}
}
}
}
bool UK2Node_ExecutionSequence::CanRemoveExecutionPin() const
{
int32 NumOutPins = 0;
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
for (int32 i = 0; i < Pins.Num(); ++i)
{
UEdGraphPin* PotentialPin = Pins[i];
if (K2Schema->IsExecPin(*PotentialPin) && (PotentialPin->Direction == EGPD_Output))
{
NumOutPins++;
}
}
return (NumOutPins > 2);
}
FString UK2Node_ExecutionSequence::GetPinNameGivenIndex(int32 Index) const
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
return K2Schema->PN_Then + FString::Printf(TEXT("_%d"), Index);
}
void UK2Node_ExecutionSequence::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins)
{
Super::AllocateDefaultPins();
// Create the execution input pin
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
CreatePin(EGPD_Input, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Execute);
// Create a new pin for each old execution output pin, and coerce the names to match on both sides
int32 ExecOutPinCount = 0;
for (int32 i = 0; i < OldPins.Num(); ++i)
{
UEdGraphPin* TestPin = OldPins[i];
if (K2Schema->IsExecPin(*TestPin) && (TestPin->Direction == EGPD_Output))
{
FString NewPinName = GetPinNameGivenIndex(ExecOutPinCount);
ExecOutPinCount++;
// Make sure the old pin and new pin names match
TestPin->PinName = NewPinName;
// Create the new output pin to match
CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, NewPinName);
}
}
}
UEdGraphPin * UK2Node_ExecutionSequence::GetThenPinGivenIndex(int32 Index)
{
FString PinName = GetPinNameGivenIndex(Index);
return FindPin(PinName);
}
FNodeHandlingFunctor* UK2Node_ExecutionSequence::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
{
return new FKCHandler_ExecutionSequence(CompilerContext);
}
void UK2Node_ExecutionSequence::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_ExecutionSequence::GetMenuCategory() const
{
return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::FlowControl);
}
#undef LOCTEXT_NAMESPACE