Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_GetInputVectorAxisValue.cpp
Michael Schoell abb8124662 Keywords metadata is now localized.
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]
2015-04-20 12:25:37 -04:00

106 lines
4.3 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "K2Node_GetInputVectorAxisValue.h"
#include "CompilerResultsLog.h"
#include "BlueprintNodeSpawner.h"
#include "Engine/InputVectorAxisDelegateBinding.h"
#include "BlueprintActionDatabaseRegistrar.h"
UK2Node_GetInputVectorAxisValue::UK2Node_GetInputVectorAxisValue(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bConsumeInput = true;
}
void UK2Node_GetInputVectorAxisValue::Initialize(const FKey AxisKey)
{
InputAxisKey = AxisKey;
SetFromFunction(AActor::StaticClass()->FindFunctionByName(TEXT("GetInputVectorAxisValue")));
}
FText UK2Node_GetInputVectorAxisValue::GetTooltipText() const
{
FFormatNamedArguments Args;
Args.Add(TEXT("AxisKey"), InputAxisKey.GetDisplayName());
return FText::Format(NSLOCTEXT("K2Node", "GetInputVectorAxis_Tooltip", "Returns the current value of input axis key {AxisKey}. If input is disabled for the actor the value will be (0, 0, 0)."), Args);
}
void UK2Node_GetInputVectorAxisValue::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
{
// Skip GetInputKeyAxisValue validation
UK2Node_CallFunction::ValidateNodeDuringCompilation(MessageLog);
if (!InputAxisKey.IsValid())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Invalid_GetInputVectorAxis_Warning", "GetInputVectorAxis Value specifies invalid FKey'{0}' for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this);
}
else if (!InputAxisKey.IsVectorAxis())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotAxis_GetInputVectorAxis_Warning", "GetInputVectorAxis Value specifies FKey'{0}' which is not a vector axis for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this);
}
else if (!InputAxisKey.IsBindableInBlueprints())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotBindanble_GetInputVectorAxis_Warning", "GetInputVectorAxis Value specifies FKey'{0}' that is not blueprint bindable for @@"), FText::FromString(InputAxisKey.ToString())).ToString(), this);
}
}
UClass* UK2Node_GetInputVectorAxisValue::GetDynamicBindingClass() const
{
return UInputVectorAxisDelegateBinding::StaticClass();
}
void UK2Node_GetInputVectorAxisValue::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
{
UInputVectorAxisDelegateBinding* InputVectorAxisBindingObject = CastChecked<UInputVectorAxisDelegateBinding>(BindingObject);
FBlueprintInputAxisKeyDelegateBinding Binding;
Binding.AxisKey = InputAxisKey;
Binding.bConsumeInput = bConsumeInput;
Binding.bExecuteWhenPaused = bExecuteWhenPaused;
InputVectorAxisBindingObject->InputAxisKeyDelegateBindings.Add(Binding);
}
void UK2Node_GetInputVectorAxisValue::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
TArray<FKey> AllKeys;
EKeys::GetAllKeys(AllKeys);
auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FKey Key)
{
UK2Node_GetInputVectorAxisValue* InputNode = CastChecked<UK2Node_GetInputVectorAxisValue>(NewNode);
InputNode->Initialize(Key);
};
// 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();
for (FKey const Key : AllKeys)
{
if (!Key.IsBindableInBlueprints() || !Key.IsVectorAxis())
{
continue;
}
// 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))
{
continue;
}
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(NodeSpawner != nullptr);
NodeSpawner->DefaultMenuSignature.MenuName = FText::Format(NSLOCTEXT("K2Node_GetInputVectorAxisValue", "MenuName", "Get {0}"), Key.GetDisplayName());
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeInputNodeLambda, Key);
ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
}
}