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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]
239 lines
6.8 KiB
C++
239 lines
6.8 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "BlueprintGraphPrivatePCH.h"
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#include "Kismet/KismetMathLibrary.h"
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#include "K2Node_SwitchEnum.h"
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#include "BlueprintFieldNodeSpawner.h"
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#include "BlueprintActionDatabaseRegistrar.h"
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#include "BlueprintActionDatabaseRegistrar.h"
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#define LOCTEXT_NAMESPACE "K2Node"
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UK2Node_SwitchEnum::UK2Node_SwitchEnum(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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bHasDefaultPin = false;
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FunctionName = TEXT("NotEqual_ByteByte");
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FunctionClass = UKismetMathLibrary::StaticClass();
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}
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void UK2Node_SwitchEnum::SetEnum(UEnum* InEnum)
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{
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Enum = InEnum;
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// regenerate enum name list
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EnumEntries.Empty();
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EnumFriendlyNames.Empty();
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if (Enum)
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{
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PreloadObject(Enum);
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for (int32 EnumIndex = 0; EnumIndex < Enum->NumEnums() - 1; ++EnumIndex)
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{
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bool const bShouldBeHidden = Enum->HasMetaData(TEXT("Hidden"), EnumIndex ) || Enum->HasMetaData(TEXT("Spacer"), EnumIndex );
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if (!bShouldBeHidden)
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{
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FString const EnumValueName = Enum->GetEnumName(EnumIndex);
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EnumEntries.Add( FName(*EnumValueName) );
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FString EnumFriendlyName = Enum->GetEnumText(EnumIndex).ToString();
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if (EnumFriendlyName.Len() == 0)
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{
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EnumFriendlyName = EnumValueName;
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}
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EnumFriendlyNames.Add( EnumFriendlyName );
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}
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}
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}
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}
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FText UK2Node_SwitchEnum::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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if (Enum == nullptr)
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{
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return LOCTEXT("SwitchEnum_BadEnumTitle", "Switch on (bad enum)");
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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("EnumName"), FText::FromString(Enum->GetName()));
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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", "Switch_Enum", "Switch on {EnumName}"), Args), this);
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}
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return CachedNodeTitle;
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}
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FText UK2Node_SwitchEnum::GetTooltipText() const
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{
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return NSLOCTEXT("K2Node", "SwitchEnum_ToolTip", "Selects an output that matches the input value");
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}
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bool UK2Node_SwitchEnum::IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const
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{
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const UEnum* SubCategoryObject = Cast<UEnum>( OtherPin->PinType.PinSubCategoryObject.Get() );
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if( SubCategoryObject )
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{
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if( SubCategoryObject != Enum )
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{
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return true;
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}
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}
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return false;
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}
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void UK2Node_SwitchEnum::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
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{
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auto SetNodeEnumLambda = [](UEdGraphNode* NewNode, UField const* /*EnumField*/, TWeakObjectPtr<UEnum> NonConstEnumPtr)
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{
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UK2Node_SwitchEnum* EnumNode = CastChecked<UK2Node_SwitchEnum>(NewNode);
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EnumNode->Enum = NonConstEnumPtr.Get();
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};
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for (TObjectIterator<UEnum> EnumIt; EnumIt; ++EnumIt)
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{
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UEnum const* EnumToConsider = (*EnumIt);
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if (!UEdGraphSchema_K2::IsAllowableBlueprintVariableType(EnumToConsider))
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{
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continue;
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}
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// to keep from needlessly instantiating a UBlueprintNodeSpawners, 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(EnumToConsider))
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{
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continue;
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}
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UBlueprintFieldNodeSpawner* NodeSpawner = UBlueprintFieldNodeSpawner::Create(GetClass(), EnumToConsider);
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check(NodeSpawner != nullptr);
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TWeakObjectPtr<UEnum> NonConstEnumPtr = EnumToConsider;
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NodeSpawner->SetNodeFieldDelegate = UBlueprintFieldNodeSpawner::FSetNodeFieldDelegate::CreateStatic(SetNodeEnumLambda, NonConstEnumPtr);
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// this enum could belong to a class, or is a user defined enum (asset),
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// that's why we want to make sure to register it along with the action
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// (so the action can be refreshed when the class/asset is).
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ActionRegistrar.AddBlueprintAction(EnumToConsider, NodeSpawner);
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}
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}
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void UK2Node_SwitchEnum::CreateSelectionPin()
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{
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const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
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UEdGraphPin* Pin = CreatePin(EGPD_Input, K2Schema->PC_Byte, TEXT(""), Enum, false, false, TEXT("Selection"));
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K2Schema->SetPinDefaultValueBasedOnType(Pin);
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}
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FEdGraphPinType UK2Node_SwitchEnum::GetPinType() const
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{
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FEdGraphPinType EnumPinType;
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EnumPinType.PinCategory = UEdGraphSchema_K2::PC_Byte;
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EnumPinType.PinSubCategoryObject = Enum;
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return EnumPinType;
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}
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FString UK2Node_SwitchEnum::GetUniquePinName()
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{
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FString NewPinName;
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for (auto EnumIt = EnumEntries.CreateConstIterator(); EnumIt; ++EnumIt)
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{
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FName EnumEntry = *EnumIt;
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if ( !FindPin(EnumEntry.ToString()) )
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{
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break;
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}
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}
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return NewPinName;
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}
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void UK2Node_SwitchEnum::CreateCasePins()
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{
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if(NULL != Enum)
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{
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SetEnum(Enum);
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}
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const bool bShouldUseAdvancedView = (EnumEntries.Num() > 5);
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if(bShouldUseAdvancedView && (ENodeAdvancedPins::NoPins == AdvancedPinDisplay))
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{
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AdvancedPinDisplay = ENodeAdvancedPins::Hidden;
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}
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const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
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for (auto EnumIt = EnumEntries.CreateConstIterator(); EnumIt; ++EnumIt)
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{
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FName EnumEntry = *EnumIt;
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UEdGraphPin * NewPin = CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, EnumEntry.ToString());
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int32 Index = EnumIt.GetIndex();
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if (EnumFriendlyNames.IsValidIndex(Index))
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{
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NewPin->PinFriendlyName = FText::FromString(EnumFriendlyNames[Index]);
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}
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if(bShouldUseAdvancedView && (EnumIt.GetIndex() > 2))
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{
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NewPin->bAdvancedView = true;
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}
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}
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}
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UK2Node::ERedirectType UK2Node_SwitchEnum::DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const
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{
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UK2Node::ERedirectType ReturnValue = Super::DoPinsMatchForReconstruction(NewPin, NewPinIndex, OldPin, OldPinIndex);
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if (ReturnValue == UK2Node::ERedirectType_None && Enum && OldPinIndex > 2 && NewPinIndex > 2)
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{
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int32 OldIndex = Enum->FindEnumIndex(FName(*OldPin->PinName));
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int32 NewIndex = Enum->FindEnumIndex(FName(*NewPin->PinName));
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// This handles redirects properly
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if (OldIndex == NewIndex && OldIndex != INDEX_NONE)
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{
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ReturnValue = UK2Node::ERedirectType_Name;
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}
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}
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return ReturnValue;
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}
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void UK2Node_SwitchEnum::AddPinToSwitchNode()
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{
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// first try to restore unconnected pin, since connected one is always visible
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for(auto PinIt = Pins.CreateIterator(); PinIt; ++PinIt)
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{
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UEdGraphPin* Pin = *PinIt;
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if(Pin && (0 == Pin->LinkedTo.Num()) && Pin->bAdvancedView)
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{
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Pin->Modify();
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Pin->bAdvancedView = false;
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return;
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}
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}
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for(auto PinIt = Pins.CreateIterator(); PinIt; ++PinIt)
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{
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UEdGraphPin* Pin = *PinIt;
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if(Pin && Pin->bAdvancedView)
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{
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Pin->Modify();
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Pin->bAdvancedView = false;
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return;
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}
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}
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}
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void UK2Node_SwitchEnum::RemovePinFromSwitchNode(UEdGraphPin* Pin)
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{
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if(Pin)
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{
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if(!Pin->bAdvancedView)
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{
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Pin->Modify();
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Pin->bAdvancedView = true;
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}
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Pin->BreakAllPinLinks();
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}
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}
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#undef LOCTEXT_NAMESPACE
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