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