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Blueprint node searching now leverages localized keyword metadata for searching, so searches can now be done in the current langauge and English to find the same nodes. #jira UE-12049 - Using translated editor, Blueprint node search returns differ for English search terms compared to search terms in the current language #codereview justin.sargent [CL 2517785 by Michael Schoell in Main branch]
216 lines
7.2 KiB
C++
216 lines
7.2 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "BlueprintGraphPrivatePCH.h"
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#include "K2Node_GetInputAxisKeyValue.h"
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#include "CompilerResultsLog.h"
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#include "BlueprintNodeSpawner.h"
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#include "EditorCategoryUtils.h"
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#include "Engine/InputAxisKeyDelegateBinding.h"
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#include "BlueprintEditorUtils.h"
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#include "EdGraphSchema_K2.h"
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#include "BlueprintActionDatabaseRegistrar.h"
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#define LOCTEXT_NAMESPACE "K2Node_GetInputAxisKeyValue"
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UK2Node_GetInputAxisKeyValue::UK2Node_GetInputAxisKeyValue(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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bConsumeInput = true;
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}
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void UK2Node_GetInputAxisKeyValue::AllocateDefaultPins()
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{
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Super::AllocateDefaultPins();
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UEdGraphPin* InputAxisKeyPin = FindPinChecked(TEXT("InputAxisKey"));
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InputAxisKeyPin->DefaultValue = InputAxisKey.ToString();
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}
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void UK2Node_GetInputAxisKeyValue::Initialize(const FKey AxisKey)
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{
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InputAxisKey = AxisKey;
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SetFromFunction(AActor::StaticClass()->FindFunctionByName(TEXT("GetInputAxisKeyValue")));
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CachedTooltip.MarkDirty();
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CachedNodeTitle.MarkDirty();
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}
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FText UK2Node_GetInputAxisKeyValue::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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if (TitleType == ENodeTitleType::MenuTitle)
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{
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return InputAxisKey.GetDisplayName();
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}
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else if (CachedNodeTitle.IsOutOfDate(this))
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("AxisKey"), InputAxisKey.GetDisplayName());
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// FText::Format() is slow, so we cache this to save on performance
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CachedNodeTitle.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "GetInputAxisKey_Name", "Get {AxisKey}"), Args), this);
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}
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return CachedNodeTitle;
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}
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FText UK2Node_GetInputAxisKeyValue::GetTooltipText() const
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{
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if (CachedTooltip.IsOutOfDate(this))
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("AxisKey"), InputAxisKey.GetDisplayName());
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// FText::Format() is slow, so we cache this to save on performance
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CachedTooltip.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "GetInputAxisKey_Tooltip", "Returns the current value of input axis key {AxisKey}. If input is disabled for the actor the value will be 0."), Args), this);
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}
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return CachedTooltip;
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}
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bool UK2Node_GetInputAxisKeyValue::IsCompatibleWithGraph(UEdGraph const* Graph) const
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{
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UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(Graph);
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UEdGraphSchema_K2 const* K2Schema = Cast<UEdGraphSchema_K2>(Graph->GetSchema());
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bool const bIsConstructionScript = (K2Schema != nullptr) ? K2Schema->IsConstructionScript(Graph) : false;
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return (Blueprint != nullptr) && Blueprint->SupportsInputEvents() && !bIsConstructionScript && Super::IsCompatibleWithGraph(Graph);
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}
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void UK2Node_GetInputAxisKeyValue::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
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{
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Super::ValidateNodeDuringCompilation(MessageLog);
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if (!InputAxisKey.IsValid())
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{
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MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Invalid_GetInputAxisKey_Warning", "GetInputAxisKey Value specifies invalid FKey'{0}' for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this);
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}
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else if (!InputAxisKey.IsFloatAxis())
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{
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MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotAxis_GetInputAxisKey_Warning", "GetInputAxisKey Value specifies FKey'{0}' which is not a float axis for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this);
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}
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else if (!InputAxisKey.IsBindableInBlueprints())
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{
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MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotBindanble_GetInputAxisKey_Warning", "GetInputAxisKey Value specifies FKey'{0}' that is not blueprint bindable for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this);
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}
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}
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UClass* UK2Node_GetInputAxisKeyValue::GetDynamicBindingClass() const
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{
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return UInputAxisKeyDelegateBinding::StaticClass();
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}
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void UK2Node_GetInputAxisKeyValue::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
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{
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UInputAxisKeyDelegateBinding* InputAxisKeyBindingObject = CastChecked<UInputAxisKeyDelegateBinding>(BindingObject);
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FBlueprintInputAxisKeyDelegateBinding Binding;
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Binding.AxisKey = InputAxisKey;
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Binding.bConsumeInput = bConsumeInput;
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Binding.bExecuteWhenPaused = bExecuteWhenPaused;
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InputAxisKeyBindingObject->InputAxisKeyDelegateBindings.Add(Binding);
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}
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FName UK2Node_GetInputAxisKeyValue::GetPaletteIcon(FLinearColor& OutColor) const
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{
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if (InputAxisKey.IsMouseButton())
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{
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return TEXT("GraphEditor.MouseEvent_16x");
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}
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else if (InputAxisKey.IsGamepadKey())
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{
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return TEXT("GraphEditor.PadEvent_16x");
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}
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else
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{
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return TEXT("GraphEditor.KeyEvent_16x");
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}
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}
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void UK2Node_GetInputAxisKeyValue::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
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{
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TArray<FKey> AllKeys;
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EKeys::GetAllKeys(AllKeys);
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auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FKey Key)
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{
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UK2Node_GetInputAxisKeyValue* InputNode = CastChecked<UK2Node_GetInputAxisKeyValue>(NewNode);
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InputNode->Initialize(Key);
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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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for (FKey const Key : AllKeys)
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{
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if (!Key.IsBindableInBlueprints() || !Key.IsFloatAxis())
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{
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continue;
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}
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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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continue;
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}
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UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
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check(NodeSpawner != nullptr);
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NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeInputNodeLambda, Key);
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ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
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}
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}
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FText UK2Node_GetInputAxisKeyValue::GetMenuCategory() const
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{
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enum EAxisKeyCategory
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{
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GamepadKeyCategory,
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MouseButtonCategory,
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KeyValueCategory,
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AxisKeyCategory_MAX,
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};
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static FNodeTextCache CachedCategories[AxisKeyCategory_MAX];
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FText SubCategory;
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EAxisKeyCategory CategoryIndex = AxisKeyCategory_MAX;
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if (InputAxisKey.IsGamepadKey())
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{
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SubCategory = LOCTEXT("GamepadSubCategory", "Gamepad Values");
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CategoryIndex = GamepadKeyCategory;
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}
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else if (InputAxisKey.IsMouseButton())
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{
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SubCategory = LOCTEXT("MouseSubCategory", "Mouse Values");
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CategoryIndex = MouseButtonCategory;
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}
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else
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{
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SubCategory = LOCTEXT("KeySubCategory", "Key Values");
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CategoryIndex = KeyValueCategory;
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}
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if (CachedCategories[CategoryIndex].IsOutOfDate(this))
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{
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// FText::Format() is slow, so we cache this to save on performance
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CachedCategories[CategoryIndex].SetCachedText(FEditorCategoryUtils::BuildCategoryString(FCommonEditorCategory::Input, SubCategory), this);
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}
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return CachedCategories[CategoryIndex];
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}
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FBlueprintNodeSignature UK2Node_GetInputAxisKeyValue::GetSignature() const
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{
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FBlueprintNodeSignature NodeSignature = Super::GetSignature();
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NodeSignature.AddKeyValue(InputAxisKey.ToString());
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return NodeSignature;
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}
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#undef LOCTEXT_NAMESPACE |