Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_InputVectorAxisEvent.cpp
2015-02-26 13:38:19 -05:00

107 lines
4.1 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "K2Node_InputVectorAxisEvent.h"
#include "CompilerResultsLog.h"
#include "BlueprintNodeSpawner.h"
#include "Engine/InputVectorAxisDelegateBinding.h"
#include "BlueprintActionDatabaseRegistrar.h"
UK2Node_InputVectorAxisEvent::UK2Node_InputVectorAxisEvent(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
EventReference.SetExternalDelegateMember(FName(TEXT("InputAxisHandlerDynamicSignature__DelegateSignature")));
}
void UK2Node_InputVectorAxisEvent::Serialize(FArchive& Ar)
{
Super::Serialize(Ar);
if(Ar.IsLoading())
{
if(Ar.UE4Ver() < VER_UE4_K2NODE_EVENT_MEMBER_REFERENCE && EventSignatureName_DEPRECATED.IsNone() && EventSignatureClass_DEPRECATED == nullptr)
{
EventReference.SetExternalDelegateMember(FName(TEXT("InputAxisHandlerDynamicSignature__DelegateSignature")));
}
}
}
void UK2Node_InputVectorAxisEvent::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
{
// Skip AxisKeyEvent validation
UK2Node_Event::ValidateNodeDuringCompilation(MessageLog);
if (!AxisKey.IsValid())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Invalid_InputVectorAxis_Warning", "InputVectorAxis Event specifies invalid FKey'{0}' for @@"), FText::FromString(AxisKey.ToString())).ToString(), this);
}
else if (!AxisKey.IsVectorAxis())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotAxis_InputVectorAxis_Warning", "InputVectorAxis Event specifies FKey'{0}' which is not a vector axis for @@"), FText::FromString(AxisKey.ToString())).ToString(), this);
}
else if (!AxisKey.IsBindableInBlueprints())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotBindable_InputVectorAxis_Warning", "InputVectorAxis Event specifies FKey'{0}' that is not blueprint bindable for @@"), FText::FromString(AxisKey.ToString())).ToString(), this);
}
}
UClass* UK2Node_InputVectorAxisEvent::GetDynamicBindingClass() const
{
return UInputVectorAxisDelegateBinding::StaticClass();
}
void UK2Node_InputVectorAxisEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
{
UInputVectorAxisDelegateBinding* InputVectorAxisBindingObject = CastChecked<UInputVectorAxisDelegateBinding>(BindingObject);
FBlueprintInputAxisKeyDelegateBinding Binding;
Binding.AxisKey = AxisKey;
Binding.bConsumeInput = bConsumeInput;
Binding.bExecuteWhenPaused = bExecuteWhenPaused;
Binding.bOverrideParentBinding = bOverrideParentBinding;
Binding.FunctionNameToBind = CustomFunctionName;
InputVectorAxisBindingObject->InputAxisKeyDelegateBindings.Add(Binding);
}
void UK2Node_InputVectorAxisEvent::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
TArray<FKey> AllKeys;
EKeys::GetAllKeys(AllKeys);
auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FKey Key)
{
UK2Node_InputAxisKeyEvent* InputNode = CastChecked<UK2Node_InputAxisKeyEvent>(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->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeInputNodeLambda, Key);
ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
}
}