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This will occur with every structural modification to any BP, node titles refresh only when visible. [CL 2499923 by Michael Schoell in Main branch]
382 lines
12 KiB
C++
382 lines
12 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "BlueprintGraphPrivatePCH.h"
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#include "K2Node_InputKeyEvent.h"
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#include "CompilerResultsLog.h"
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#include "KismetCompiler.h"
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#include "BlueprintNodeSpawner.h"
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#include "EditorCategoryUtils.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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#include "GraphEditorSettings.h"
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#define LOCTEXT_NAMESPACE "UK2Node_InputKey"
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UK2Node_InputKey::UK2Node_InputKey(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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bConsumeInput = true;
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bOverrideParentBinding = true;
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#if PLATFORM_MAC && WITH_EDITOR
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if (IsTemplate())
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{
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UProperty* ControlProp = GetClass()->FindPropertyByName(GET_MEMBER_NAME_CHECKED(UK2Node_InputKey, bControl));
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UProperty* CommandProp = GetClass()->FindPropertyByName(GET_MEMBER_NAME_CHECKED(UK2Node_InputKey, bCommand));
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ControlProp->SetMetaData(TEXT("DisplayName"), TEXT("Command"));
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CommandProp->SetMetaData(TEXT("DisplayName"), TEXT("Control"));
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}
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#endif
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}
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void UK2Node_InputKey::PostLoad()
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{
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Super::PostLoad();
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if (GetLinkerUE4Version() < VER_UE4_BLUEPRINT_INPUT_BINDING_OVERRIDES)
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{
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// Don't change existing behaviors
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bOverrideParentBinding = false;
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}
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}
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void UK2Node_InputKey::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
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{
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Super::PostEditChangeProperty(PropertyChangedEvent);
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CachedNodeTitle.Clear();
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CachedTooltip.Clear();
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}
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void UK2Node_InputKey::AllocateDefaultPins()
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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, TEXT("Pressed"));
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CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, TEXT("Released"));
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Super::AllocateDefaultPins();
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}
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FLinearColor UK2Node_InputKey::GetNodeTitleColor() const
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{
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return GetDefault<UGraphEditorSettings>()->EventNodeTitleColor;
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}
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FName UK2Node_InputKey::GetModifierName() const
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{
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FString ModName;
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bool bPlus = false;
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if (bControl)
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{
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ModName += TEXT("Ctrl");
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bPlus = true;
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}
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if (bCommand)
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{
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if (bPlus) ModName += TEXT("+");
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ModName += TEXT("Cmd");
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bPlus = true;
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}
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if (bAlt)
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{
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if (bPlus) ModName += TEXT("+");
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ModName += TEXT("Alt");
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bPlus = true;
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}
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if (bShift)
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{
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if (bPlus) ModName += TEXT("+");
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ModName += TEXT("Shift");
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bPlus = true;
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}
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return FName(*ModName);
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}
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FText UK2Node_InputKey::GetModifierText() const
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{
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#if PLATFORM_MAC
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const FText CommandText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Control", "Ctrl");
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const FText ControlText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Command", "Cmd");
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#else
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const FText ControlText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Control", "Ctrl");
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const FText CommandText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Command", "Cmd");
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#endif
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const FText AltText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Alt", "Alt");
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const FText ShiftText = NSLOCTEXT("UK2Node_InputKey", "KeyName_Shift", "Shift");
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const FText AppenderText = NSLOCTEXT("UK2Node_InputKey", "ModAppender", "+");
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FFormatNamedArguments Args;
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int32 ModCount = 0;
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if (bControl)
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{
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Args.Add(FString::Printf(TEXT("Mod%d"),++ModCount), ControlText);
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}
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if (bCommand)
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{
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Args.Add(FString::Printf(TEXT("Mod%d"),++ModCount), CommandText);
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}
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if (bAlt)
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{
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Args.Add(FString::Printf(TEXT("Mod%d"),++ModCount), AltText);
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}
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if (bShift)
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{
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Args.Add(FString::Printf(TEXT("Mod%d"),++ModCount), ShiftText);
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}
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for (int32 i = 1; i <= 4; ++i)
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{
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if (i > ModCount)
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{
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Args.Add(FString::Printf(TEXT("Mod%d"), i), FText::GetEmpty());
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}
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Args.Add(FString::Printf(TEXT("Appender%d"), i), (i < ModCount ? AppenderText : FText::GetEmpty()));
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}
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Args.Add(TEXT("Key"), GetKeyText());
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return FText::Format(NSLOCTEXT("UK2Node_InputKey", "NodeTitle", "{Mod1}{Appender1}{Mod2}{Appender2}{Mod3}{Appender3}{Mod4}"), Args);
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}
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FText UK2Node_InputKey::GetKeyText() const
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{
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return InputKey.GetDisplayName();
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}
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FText UK2Node_InputKey::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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if (bControl || bAlt || bShift || bCommand)
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{
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if (CachedNodeTitle.IsOutOfDate(this))
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("ModifierKey"), GetModifierText());
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Args.Add(TEXT("Key"), GetKeyText());
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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", "InputKey_Name_WithModifiers", "{ModifierKey} {Key}"), Args), this);
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}
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return CachedNodeTitle;
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}
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else
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{
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return GetKeyText();
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}
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}
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FText UK2Node_InputKey::GetTooltipText() const
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{
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if (CachedTooltip.IsOutOfDate(this))
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{
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FText ModifierText = GetModifierText();
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FText KeyText = GetKeyText();
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// FText::Format() is slow, so we cache this to save on performance
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if (!ModifierText.IsEmpty())
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{
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CachedTooltip.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "InputKey_Tooltip_Modifiers", "Events for when the {0} key is pressed or released while {1} is also held."), KeyText, ModifierText), this);
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}
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else
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{
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CachedTooltip.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "InputKey_Tooltip", "Events for when the {0} key is pressed or released."), KeyText), this);
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}
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}
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return CachedTooltip;
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}
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FName UK2Node_InputKey::GetPaletteIcon(FLinearColor& OutColor) const
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{
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if (InputKey.IsMouseButton())
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{
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return TEXT("GraphEditor.MouseEvent_16x");
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}
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else if (InputKey.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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bool UK2Node_InputKey::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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UEdGraphPin* UK2Node_InputKey::GetPressedPin() const
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{
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return FindPin(TEXT("Pressed"));
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}
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UEdGraphPin* UK2Node_InputKey::GetReleasedPin() const
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{
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return FindPin(TEXT("Released"));
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}
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void UK2Node_InputKey::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
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{
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Super::ValidateNodeDuringCompilation(MessageLog);
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if (!InputKey.IsValid())
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{
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MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Invalid_InputKey_Warning", "InputKey Event specifies invalid FKey'{0}' for @@"), FText::FromString(InputKey.ToString())).ToString(), this);
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}
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else if (InputKey.IsFloatAxis())
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{
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MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Axis_InputKey_Warning", "InputKey Event specifies axis FKey'{0}' for @@"), FText::FromString(InputKey.ToString())).ToString(), this);
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}
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else if (!InputKey.IsBindableInBlueprints())
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{
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MessageLog.Warning( *FText::Format( NSLOCTEXT("KismetCompiler", "NotBindanble_InputKey_Warning", "InputKey Event specifies FKey'{0}' that is not blueprint bindable for @@"), FText::FromString(InputKey.ToString())).ToString(), this);
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}
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}
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void UK2Node_InputKey::CreateInputKeyEvent(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph, UEdGraphPin* InputKeyPin, const EInputEvent KeyEvent)
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{
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if (InputKeyPin->LinkedTo.Num() > 0)
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{
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UK2Node_InputKeyEvent* InputKeyEvent = CompilerContext.SpawnIntermediateNode<UK2Node_InputKeyEvent>(this, SourceGraph);
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const FName ModifierName = GetModifierName();
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if ( ModifierName != NAME_None )
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{
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InputKeyEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpActEvt_%s_%s_%s"), *ModifierName.ToString(), *InputKey.ToString(), *InputKeyEvent->GetName()));
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}
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else
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{
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InputKeyEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpActEvt_%s_%s"), *InputKey.ToString(), *InputKeyEvent->GetName()));
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}
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InputKeyEvent->InputChord.Key = InputKey;
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InputKeyEvent->InputChord.bCtrl = bControl;
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InputKeyEvent->InputChord.bAlt = bAlt;
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InputKeyEvent->InputChord.bShift = bShift;
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InputKeyEvent->InputChord.bCmd = bCommand;
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InputKeyEvent->bConsumeInput = bConsumeInput;
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InputKeyEvent->bExecuteWhenPaused = bExecuteWhenPaused;
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InputKeyEvent->bOverrideParentBinding = bOverrideParentBinding;
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InputKeyEvent->InputKeyEvent = KeyEvent;
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InputKeyEvent->EventReference.SetExternalDelegateMember(FName(TEXT("InputActionHandlerDynamicSignature__DelegateSignature")));
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InputKeyEvent->bInternalEvent = true;
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InputKeyEvent->AllocateDefaultPins();
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// Move any exec links from the InputActionNode pin to the InputActionEvent node
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UEdGraphPin* EventOutput = CompilerContext.GetSchema()->FindExecutionPin(*InputKeyEvent, EGPD_Output);
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if(EventOutput != NULL)
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{
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CompilerContext.MovePinLinksToIntermediate(*InputKeyPin, *EventOutput);
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}
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}
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}
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void UK2Node_InputKey::ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
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{
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Super::ExpandNode(CompilerContext, SourceGraph);
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CreateInputKeyEvent(CompilerContext, SourceGraph, GetPressedPin(), IE_Pressed);
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CreateInputKeyEvent(CompilerContext, SourceGraph, GetReleasedPin(), IE_Released);
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}
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void UK2Node_InputKey::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_InputKey* InputNode = CastChecked<UK2Node_InputKey>(NewNode);
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InputNode->InputKey = 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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// these will be handled by UK2Node_GetInputAxisKeyValue and UK2Node_GetInputVectorAxisValue respectively
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if (!Key.IsBindableInBlueprints() || Key.IsFloatAxis() || Key.IsVectorAxis())
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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_InputKey::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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KeyEventCategory,
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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 (InputKey.IsGamepadKey())
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{
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SubCategory = LOCTEXT("GamepadCategory", "Gamepad Events");
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CategoryIndex = GamepadKeyCategory;
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}
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else if (InputKey.IsMouseButton())
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{
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SubCategory = LOCTEXT("MouseCategory", "Mouse Events");
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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("KeyEventsCategory", "Key Events");
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CategoryIndex = KeyEventCategory;
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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_InputKey::GetSignature() const
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{
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FBlueprintNodeSignature NodeSignature = Super::GetSignature();
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NodeSignature.AddKeyValue(InputKey.ToString());
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return NodeSignature;
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}
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#undef LOCTEXT_NAMESPACE
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