Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_FormatText.cpp
Michael Schoell b0e80f8353 Fixing some cases of finding a UFunction by name without the use of GET_MEMBER_NAME_CHECKED
[CL 2519445 by Michael Schoell in Main branch]
2015-04-21 12:24:34 -04:00

404 lines
12 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "Kismet/KismetTextLibrary.h"
#include "Editor/GraphEditor/Public/DiffResults.h"
#include "Kismet2NameValidators.h"
#include "KismetCompiler.h"
#include "ScopedTransaction.h"
#include "BlueprintNodeSpawner.h"
#include "EditorCategoryUtils.h"
#include "BlueprintActionDatabaseRegistrar.h"
#define LOCTEXT_NAMESPACE "K2Node_FormatText"
/////////////////////////////////////////////////////
// UK2Node_FormatText
struct FFormatTextNodeHelper
{
static const FString& GetFormatPinName()
{
static const FString FormatPinName(TEXT("Format"));
return FormatPinName;
}
};
UK2Node_FormatText::UK2Node_FormatText(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, CachedFormatPin(NULL)
{
NodeTooltip = LOCTEXT("NodeTooltip", "Builds a formatted string using available specifier values. Use {} to denote specifiers.");
}
void UK2Node_FormatText::AllocateDefaultPins()
{
Super::AllocateDefaultPins();
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
CachedFormatPin = CreatePin(EGPD_Input, K2Schema->PC_Text, TEXT(""), NULL, false, false, FFormatTextNodeHelper::GetFormatPinName());
CreatePin(EGPD_Output, K2Schema->PC_Text, TEXT(""), NULL, false, false, TEXT("Result"));
for(auto It = PinNames.CreateConstIterator(); It; ++It)
{
CreatePin(EGPD_Input, K2Schema->PC_Text, TEXT(""), NULL, false, false, It->ToString());
}
}
FText UK2Node_FormatText::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("FormatText_Title", "Format Text");
}
FText UK2Node_FormatText::GetPinDisplayName(const UEdGraphPin* Pin) const
{
return FText::FromString(Pin->PinName);
}
FText UK2Node_FormatText::GetUniquePinName()
{
FText NewPinName;
int32 i = 0;
while (true)
{
NewPinName = FText::AsCultureInvariant(FString::FromInt(i++));
if (!FindPin(NewPinName.ToString()))
{
break;
}
}
return NewPinName;
}
void UK2Node_FormatText::PostLoad()
{
// Pin Names must not be localized - they are provided to the format message as is.
for(FText& PinName : PinNames)
{
PinName = FText::AsCultureInvariant(PinName);
}
Super::PostLoad();
}
void UK2Node_FormatText::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
{
FName PropertyName = (PropertyChangedEvent.Property != NULL) ? PropertyChangedEvent.Property->GetFName() : NAME_None;
if (PropertyName == TEXT("PinNames"))
{
ReconstructNode();
GetGraph()->NotifyGraphChanged();
}
Super::PostEditChangeProperty(PropertyChangedEvent);
}
void UK2Node_FormatText::PinConnectionListChanged(UEdGraphPin* Pin)
{
const auto FormatPin = GetFormatPin();
Modify();
// Clear all pins.
if(Pin == FormatPin && !FormatPin->DefaultTextValue.IsEmpty())
{
PinNames.Empty();
GetSchema()->TrySetDefaultText(*FormatPin, FText::GetEmpty());
for(auto It = Pins.CreateConstIterator(); It; ++It)
{
UEdGraphPin* CheckPin = *It;
if(CheckPin != FormatPin && CheckPin->Direction == EGPD_Input)
{
CheckPin->Modify();
CheckPin->BreakAllPinLinks();
Pins.Remove(CheckPin);
--It;
}
}
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
}
}
void UK2Node_FormatText::PinDefaultValueChanged(UEdGraphPin* Pin)
{
const auto FormatPin = GetFormatPin();
if(Pin == FormatPin && FormatPin->LinkedTo.Num() == 0)
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
TArray< FString > ArgumentParams;
FText::GetFormatPatternParameters(FormatPin->DefaultTextValue, ArgumentParams);
PinNames.Empty();
for(auto It = ArgumentParams.CreateConstIterator(); It; ++It)
{
if(!FindArgumentPin(FText::FromString(*It)))
{
CreatePin(EGPD_Input, K2Schema->PC_Text, TEXT(""), NULL, false, false, *It);
}
PinNames.Add(FText::AsCultureInvariant(*It));
}
for(auto It = Pins.CreateConstIterator(); It; ++It)
{
UEdGraphPin* CheckPin = *It;
if(CheckPin != FormatPin && CheckPin->Direction == EGPD_Input)
{
int Index = 0;
if(!ArgumentParams.Find(CheckPin->PinName, Index))
{
CheckPin->BreakAllPinLinks();
Pins.Remove(CheckPin);
--It;
}
}
}
GetGraph()->NotifyGraphChanged();
}
}
FText UK2Node_FormatText::GetTooltipText() const
{
return NodeTooltip;
}
UEdGraphPin* FindOutputStructPinChecked(UEdGraphNode* Node)
{
check(NULL != Node);
UEdGraphPin* OutputPin = NULL;
for (int32 PinIndex = 0; PinIndex < Node->Pins.Num(); ++PinIndex)
{
UEdGraphPin* Pin = Node->Pins[PinIndex];
if (Pin && (EGPD_Output == Pin->Direction))
{
OutputPin = Pin;
break;
}
}
check(NULL != OutputPin);
return OutputPin;
}
void UK2Node_FormatText::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
Super::ExpandNode(CompilerContext, SourceGraph);
/**
At the end of this, the UK2Node_FormatText will not be a part of the Blueprint, it merely handles connecting
the other nodes into the Blueprint.
*/
const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
// Create a "Make Array" node to compile the list of arguments into an array for the Format function being called
UK2Node_MakeArray* MakeArrayNode = CompilerContext.SpawnIntermediateNode<UK2Node_MakeArray>(this, SourceGraph); //SourceGraph->CreateBlankNode<UK2Node_MakeArray>();
MakeArrayNode->AllocateDefaultPins();
CompilerContext.MessageLog.NotifyIntermediateObjectCreation(MakeArrayNode, this);
UEdGraphPin* ArrayOut = MakeArrayNode->GetOutputPin();
// This is the node that does all the Format work.
UK2Node_CallFunction* CallFunction = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
CallFunction->SetFromFunction(UKismetTextLibrary::StaticClass()->FindFunctionByName(GET_MEMBER_NAME_CHECKED(UKismetTextLibrary, Format)));
CallFunction->AllocateDefaultPins();
CompilerContext.MessageLog.NotifyIntermediateObjectCreation(CallFunction, this);
// Connect the output of the "Make Array" pin to the function's "InArgs" pin
ArrayOut->MakeLinkTo(CallFunction->FindPin(TEXT("InArgs")));
// This will set the "Make Array" node's type, only works if one pin is connected.
MakeArrayNode->PinConnectionListChanged(ArrayOut);
// For each argument, we will need to add in a "Make Struct" node.
for(int32 ArgIdx = 0; ArgIdx < PinNames.Num(); ++ArgIdx)
{
UEdGraphPin* ArgumentPin = FindArgumentPin(PinNames[ArgIdx]);
// Spawn a "Make Struct" node to create the struct needed for formatting the text.
UK2Node_MakeStruct* PinMakeStruct = CompilerContext.SpawnIntermediateNode<UK2Node_MakeStruct>(this, SourceGraph);
PinMakeStruct->StructType = FFormatTextArgument::StaticStruct();
PinMakeStruct->AllocateDefaultPins();
// Set the struct's "ArgumentName" pin literal to be the argument pin's name.
PinMakeStruct->GetSchema()->TrySetDefaultText(*PinMakeStruct->FindPin("ArgumentName"), FText::AsCultureInvariant(ArgumentPin->PinName));
// Move the connection of the argument pin to the struct's "TextValue" pin, this will move the literal value if present.
CompilerContext.MovePinLinksToIntermediate(*ArgumentPin, *PinMakeStruct->FindPin("TextValue"));
// The "Make Array" node already has one pin available, so don't create one for ArgIdx == 0
if(ArgIdx > 0)
{
MakeArrayNode->AddInputPin();
}
// Find the input pin on the "Make Array" node by index.
FString PinName = FString::Printf(TEXT("[%d]"), ArgIdx);
UEdGraphPin* InputPin = MakeArrayNode->FindPin(PinName);
// Find the output for the pin's "Make Struct" node and link it to the corresponding pin on the "Make Array" node.
FindOutputStructPinChecked(PinMakeStruct)->MakeLinkTo(InputPin);
}
// Move connection of FormatText's "Result" pin to the call function's return value pin.
CompilerContext.MovePinLinksToIntermediate(*FindPin(TEXT("Result")), *CallFunction->GetReturnValuePin());
// Move connection of FormatText's "Format" pin to the call function's "InPattern" pin
CompilerContext.MovePinLinksToIntermediate(*GetFormatPin(), *CallFunction->FindPin(TEXT("InPattern")));
BreakAllNodeLinks();
}
UEdGraphPin* UK2Node_FormatText::FindArgumentPin(const FText& InPinName) const
{
const auto FormatPin = GetFormatPin();
FString PinNameAsString = InPinName.ToString();
for(int32 PinIdx=0; PinIdx<Pins.Num(); PinIdx++)
{
if( Pins[PinIdx] != FormatPin && Pins[PinIdx]->Direction != EGPD_Output && Pins[PinIdx]->PinName.Equals(PinNameAsString) )
{
return Pins[PinIdx];
}
}
return NULL;
}
UK2Node::ERedirectType UK2Node_FormatText::DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const
{
ERedirectType RedirectType = ERedirectType_None;
// if the pin names do match
if (FCString::Strcmp(*(NewPin->PinName), *(OldPin->PinName)) == 0)
{
// Make sure we're not dealing with a menu node
UEdGraph* OuterGraph = GetGraph();
if( OuterGraph && OuterGraph->Schema )
{
const UEdGraphSchema_K2* K2Schema = Cast<const UEdGraphSchema_K2>(GetSchema());
if( !K2Schema || K2Schema->IsSelfPin(*NewPin) || K2Schema->ArePinTypesCompatible(OldPin->PinType, NewPin->PinType) )
{
RedirectType = ERedirectType_Name;
}
else
{
RedirectType = ERedirectType_None;
}
}
}
else
{
// try looking for a redirect if it's a K2 node
if (UK2Node* Node = Cast<UK2Node>(NewPin->GetOwningNode()))
{
// if you don't have matching pin, now check if there is any redirect param set
TArray<FString> OldPinNames;
GetRedirectPinNames(*OldPin, OldPinNames);
FName NewPinName;
RedirectType = ShouldRedirectParam(OldPinNames, /*out*/ NewPinName, Node);
// make sure they match
if ((RedirectType != ERedirectType_None) && FCString::Stricmp(*(NewPin->PinName), *(NewPinName.ToString())) != 0)
{
RedirectType = ERedirectType_None;
}
}
}
return RedirectType;
}
FText UK2Node_FormatText::GetArgumentName(int32 InIndex) const
{
if(InIndex < PinNames.Num())
{
return PinNames[InIndex];
}
return FText::GetEmpty();
}
void UK2Node_FormatText::AddArgumentPin()
{
const FScopedTransaction Transaction( NSLOCTEXT("Kismet", "AddArgumentPin", "Add Argument Pin") );
Modify();
const UEdGraphSchema_K2* K2Schema = Cast<const UEdGraphSchema_K2>(GetSchema());
FText PinName = GetUniquePinName();
CreatePin(EGPD_Input, K2Schema->PC_Text, TEXT(""), NULL, false, false, PinName.ToString());
PinNames.Add(PinName);
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
GetGraph()->NotifyGraphChanged();
}
void UK2Node_FormatText::RemoveArgument(int32 InIndex)
{
const FScopedTransaction Transaction( NSLOCTEXT("Kismet", "RemoveArgumentPin", "Remove Argument Pin") );
Modify();
Pins.Remove(FindArgumentPin(PinNames[InIndex]));
PinNames.RemoveAt(InIndex);
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
GetGraph()->NotifyGraphChanged();
}
void UK2Node_FormatText::SetArgumentName(int32 InIndex, FText InName)
{
PinNames[InIndex] = InName;
ReconstructNode();
FBlueprintEditorUtils::MarkBlueprintAsModified(GetBlueprint());
}
void UK2Node_FormatText::SwapArguments(int32 InIndexA, int32 InIndexB)
{
check(InIndexA < PinNames.Num());
check(InIndexB < PinNames.Num());
PinNames.Swap(InIndexA, InIndexB);
ReconstructNode();
GetGraph()->NotifyGraphChanged();
FBlueprintEditorUtils::MarkBlueprintAsModified(GetBlueprint());
}
UEdGraphPin* UK2Node_FormatText::GetFormatPin() const
{
if (!CachedFormatPin)
{
const_cast<UK2Node_FormatText*>(this)->CachedFormatPin = FindPinChecked(FFormatTextNodeHelper::GetFormatPinName());
}
return CachedFormatPin;
}
void UK2Node_FormatText::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_FormatText::GetMenuCategory() const
{
return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Text);
}
#undef LOCTEXT_NAMESPACE