Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_FormatText.cpp
Robert Manuszewski aa11e3bbbf Merging UE4-Pretest @ 2042161 to UE4
Change 1996384 by Andrew Brown:
	322252 - EDITOR: Asset picker displays incorrect text when there are no filter results.
Change 1996385 by Andrew Brown:
	321858 - CRASH: Assertion failed: (Index >= 0) Function: STransformViewportToolBar::GetLocationGridLabel() STextBlock::CacheDesiredSize()
Change 1996977 by Andrew Brown:
	309685 - UE4: Adding an event/renaming an event on an event track in Matinee does not update the MatineeActor node in blueprint
Change 2034873 by Jaroslaw Palczynski:
	More robust VS installation detection.
Change 2039693 by Jaroslaw Palczynski:
	327268 - RocketGDC: POSTLAUNCH: DEV: Make engine more robust against bad Visual Studio environment variables
Change 1978978 by Jaroslaw Surowiec:
	- Removed obsolete AllowEliminatingReferences from the FArchive
Change 2020326 by Maciej Mroz:
	pretest BP K2Node: RemovePinsFromOldPins function moved from K2Node to RemovePinsFromOldPins
Change 2017608 by Maciej Mroz:
	pretest Some changes in SFortMissionEventSelector caused by FPinTypeTreeInfo
Change 2017463 by Maciej Mroz:
	PinTypeSelector can lins unloaded UDStructs
Change 2019979 by Maciej Mroz:
	pretest BP: Crash when performing Diff against Depot with blueprints containing Format Text nodes
Change 2024469 by Maciej Mroz:
	MemberReference variable added to PinType. It's necessary for delegate's signature.
Change 2024049 by Maciej Mroz:
	HasExternalBlueprintDependencies added to UK2Node_DynamicCast
Change 2024586 by Maciej Mroz:
	FillSimpleMemberReference fix
Change 2024472 by Maciej Mroz:
	workaround for delegates signature in pintype removed.
Change 2023997 by Maciej Mroz:
	BP, UDStruc: Class UserDefinedStructEditorData added. It fixes many problems with undo/redo.
Change 2021934 by Maciej Mroz:
	typo in a comment
Change 2020355 by Maciej Mroz:
	Back out changelist 2020342
Change 2022178 by Maciej Mroz:
	CRASH: PRETEST: EDITOR: UDS: Crash when undo then redo new variable in struct that is used by blueprint
Change 2021958 by Maciej Mroz:
	CRASH: PRETEST: EDITOR: UDS: Crash using variable of a type of copied struct in blueprint
Change 1986247 by Maciej Mroz:
	User Defined Structures: circle dependency fixed. Early version.
Change 1985107 by Maciej Mroz:
	UserDefinedStruct cannot have a field of a non-native type
Change 1986278 by Maciej Mroz:
	pretest ensureMsgf in Struct::link
Change 1986250 by Maciej Mroz:
	User Defined Struct: Non native classes are accepted types od values in structures.
Change 1980955 by Maciej Mroz:
	Using AssetPtr and LazyPtr as UFunction parameter (intput or return) is explicitly disallowed.
Change 2041215 by Maciej Mroz:
	ttp331249 BLOCKER: PRETEST: UI: Survive the Storm is missing the Mission HUD.
Change 1984316 by Maciej Mroz:
	New User Defined Structure. WIP - there are still problems with circular dependencies.
Change 2011616 by Maciej Mroz:
	UserDefinedStructures - various problems fixed.
Change 2011609 by Maciej Mroz:
	more robust HasExternalBlueprintDependencies implementation
Change 2016697 by Maciej Mroz:
	pretest BP: UDStruct - default value propagation in cooked build
Change 2016288 by Maciej Mroz:
	pretest BP: UDStruct: Renaming variables wont break links from make/break nodes
Change 1987637 by Maciej Mroz:
	CustomStruct icons placeholders
Change 1987422 by Maciej Mroz:
	Better tooltips for variables in MyBlueprint
Change 1991387 by Maciej Mroz:
	UDStructures fixes:
Change 2029165 by Maciej Mroz:
	BP: better comment for incomatible pins
Change 2030016 by Maciej Mroz:
	8PRETEST: EDITOR: UDS: Defaults values aren't updated in struct type variables in blueprints
Change 2030017 by Maciej Mroz:
	Unused UDStructure code removed (PPF_UseDefaultsForUDStructures)
Change 2028856 by Maciej Mroz:
	BP: Pins with PC_Struct type are compatible only with exactly the same structure. (No derived structures are not handled as compatible).
Change 2026701 by Maciej Mroz:
	k2: odd error on an add item node within a function (see attached image in details)
Change 2028160 by Maciej Mroz:
	PRETEST: EDITOR: UDS: When deleting structures just after creating there is always some references in the memory
Change 2028165 by Maciej Mroz:
	BP: BreakHitResult function has proper icon.
Change 2033340 by Maciej Mroz:
	ttp330786 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to breeak nodes for text type of variables
Change 2034255 by Maciej Mroz:
	EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables ttp#330620
Change 2037682 by Maciej Mroz:
	ttp331309 BLOCKER: PRETEST: CRASH: EDITOR: Crash occurs when performing Diff Against Depot on any Blueprint
Change 2033142 by Maciej Mroz:
	CreateDelegate Node uses internally FMemberReference. Refactor.
Change 2032329 by Maciej Mroz:
	ttp330608 CRASH: PRETEST: EDITOR: UDS: Crash when trying to use struct named 'Color' in blueprint
Change 2032420 by Maciej Mroz:
	ttp330620 PRETEST: EDITOR: UDS: Changes of default values aren't apllied to make nodes for text type of variables
Change 2033139 by Maciej Mroz:
	Functions generated from CustomEvents can be also identified by GUID
Change 2026631 by Maciej Mroz:
	BP. UDStruct: Invalid structs are handled better.
Change 2025344 by Maciej Mroz:
	UDStruct enabled by default
Change 2026672 by Maciej Mroz:
	EDITOR: BP: Can't easily remove 'pass-by-reference' pins on ReturnNodes
Change 2026411 by Maciej Mroz:
	ExposeOnSpawn updated, it supports UDStructs, custom native Structs, and it throws compiler error.
Change 2025342 by Maciej Mroz:
	GenerateBlueprintSkeleton moved from BLueprint::Serialize to RegenerateBlueprintClass, because SkeletonClass compilation requires all external dependencies to be loaded and linked.
Change 2025570 by Steve Robb:
	Moved dependency processing to its own function.
Change 2033235 by Steve Robb:
	String improvements
Change 2035830 by Steve Robb:
	Workaround for FriendsAndChat crash in Fortnite.
Change 2035115 by Steve Robb:
	UBT build time regression fixes.
Change 2034162 by Steve Robb:
	312775: UObject improvement: Ensure that *.generated.inl is included somewhere
Change 2034181 by Steve Robb:
	Removal of any references to .generated.inl
Change 2020165 by Steve Robb:
	BuildPublicAndPrivateUObjectHeaders factored out into its own function.
Change 2020187 by Steve Robb:
	CreateModuleCompileEnvironment function factored out.
Change 2020055 by Steve Robb:
	Refactoring of Unity.cs to remove complex and duplicate iteration.
Change 2020083 by Steve Robb:
	Another use of dictionary utilities.
Change 2031049 by Steve Robb:
	312775: UObject improvement: Ensure that *.generated.inl is included somewhere
Change 2025728 by Steve Robb:
	Refactored the application of a shared PCH file to multiple file into a single ApplySharedPCH function.
Change 2020068 by Steve Robb:
	A couple of helpful utility functions for populating dictionaries.
Change 2032307 by Steve Robb:
	312775: UObject improvement: Ensure that *.generated.inl is included somewhere

[CL 2054495 by Robert Manuszewski in Main branch]
2014-04-23 20:18:55 -04:00

366 lines
11 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "Editor/GraphEditor/Public/DiffResults.h"
#include "Kismet2NameValidators.h"
#include "KismetCompiler.h"
#include "ScopedTransaction.h"
#define LOCTEXT_NAMESPACE "K2Node_FormatText"
/////////////////////////////////////////////////////
// UK2Node_FormatText
struct FFormatTextNodeHelper
{
static const FString& GetFormatPinName()
{
static const FString FormatPinName(TEXT("Format"));
return FormatPinName;
}
};
UK2Node_FormatText::UK2Node_FormatText(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
, CachedFormatPin(NULL)
{
NodeTooltip = LOCTEXT("NodeTooltip", "Builds a formatted string using available specifier values. Use {} to denote specifiers.").ToString();
}
void UK2Node_FormatText::AllocateDefaultPins()
{
Super::AllocateDefaultPins();
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
CachedFormatPin = CreatePin(EGPD_Input, K2Schema->PC_Text, TEXT(""), NULL, false, false, FFormatTextNodeHelper::GetFormatPinName());
CreatePin(EGPD_Output, K2Schema->PC_Text, TEXT(""), NULL, false, false, TEXT("Result"));
for(auto It = PinNames.CreateConstIterator(); It; ++It)
{
CreatePin(EGPD_Input, K2Schema->PC_Text, TEXT(""), NULL, false, false, It->ToString());
}
}
FText UK2Node_FormatText::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("FormatText_Title", "Format Text");
}
FString UK2Node_FormatText::GetPinDisplayName(const UEdGraphPin* Pin) const
{
return Pin->PinName;
}
FText UK2Node_FormatText::GetUniquePinName()
{
FText NewPinName;
int32 i = 0;
while (true)
{
NewPinName = FText::FromString(FString::FromInt(i++));
if (!FindPin(NewPinName.ToString()))
{
break;
}
}
return NewPinName;
}
void UK2Node_FormatText::PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent)
{
FName PropertyName = (PropertyChangedEvent.Property != NULL) ? PropertyChangedEvent.Property->GetFName() : NAME_None;
if (PropertyName == TEXT("PinNames"))
{
ReconstructNode();
GetGraph()->NotifyGraphChanged();
}
Super::PostEditChangeProperty(PropertyChangedEvent);
}
void UK2Node_FormatText::PinConnectionListChanged(UEdGraphPin* Pin)
{
const auto FormatPin = GetFormatPin();
// Clear all pins.
if(Pin == FormatPin && !FormatPin->DefaultTextValue.IsEmpty())
{
PinNames.Empty();
GetSchema()->TrySetDefaultText(*FormatPin, FText::GetEmpty());
for(auto It = Pins.CreateConstIterator(); It; ++It)
{
UEdGraphPin* CheckPin = *It;
if(CheckPin != FormatPin && CheckPin->Direction == EGPD_Input)
{
CheckPin->BreakAllPinLinks();
Pins.Remove(CheckPin);
--It;
}
}
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
}
}
void UK2Node_FormatText::PinDefaultValueChanged(UEdGraphPin* Pin)
{
const auto FormatPin = GetFormatPin();
if(Pin == FormatPin && FormatPin->LinkedTo.Num() == 0)
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
TArray< FString > ArgumentParams;
FText::GetFormatPatternParameters(FormatPin->DefaultTextValue, ArgumentParams);
PinNames.Empty();
for(auto It = ArgumentParams.CreateConstIterator(); It; ++It)
{
if(!FindArgumentPin(FText::FromString(*It)))
{
CreatePin(EGPD_Input, K2Schema->PC_Text, TEXT(""), NULL, false, false, *It);
}
PinNames.Add(FText::FromString(*It));
}
for(auto It = Pins.CreateConstIterator(); It; ++It)
{
UEdGraphPin* CheckPin = *It;
if(CheckPin != FormatPin && CheckPin->Direction == EGPD_Input)
{
int Index = 0;
if(!ArgumentParams.Find(CheckPin->PinName, Index))
{
Pins.Remove(CheckPin);
--It;
}
}
}
GetGraph()->NotifyGraphChanged();
}
}
FString UK2Node_FormatText::GetTooltip() const
{
return NodeTooltip;
}
UEdGraphPin* FindOutputStructPinChecked(UEdGraphNode* Node)
{
check(NULL != Node);
UEdGraphPin* OutputPin = NULL;
for (int32 PinIndex = 0; PinIndex < Node->Pins.Num(); ++PinIndex)
{
UEdGraphPin* Pin = Node->Pins[PinIndex];
if (Pin && (EGPD_Output == Pin->Direction))
{
OutputPin = Pin;
break;
}
}
check(NULL != OutputPin);
return OutputPin;
}
void UK2Node_FormatText::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
Super::ExpandNode(CompilerContext, SourceGraph);
if (CompilerContext.bIsFullCompile)
{
/**
At the end of this, the UK2Node_FormatText will not be a part of the Blueprint, it merely handles connecting
the other nodes into the Blueprint.
*/
const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
// Create a "Make Array" node to compile the list of arguments into an array for the Format function being called
UK2Node_MakeArray* MakeArrayNode = CompilerContext.SpawnIntermediateNode<UK2Node_MakeArray>(this, SourceGraph); //SourceGraph->CreateBlankNode<UK2Node_MakeArray>();
MakeArrayNode->AllocateDefaultPins();
CompilerContext.MessageLog.NotifyIntermediateObjectCreation(MakeArrayNode, this);
UEdGraphPin* ArrayOut = MakeArrayNode->GetOutputPin();
// This is the node that does all the Format work.
UK2Node_CallFunction* CallFunction = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
CallFunction->SetFromFunction(UKismetTextLibrary::StaticClass()->FindFunctionByName("Format"));
CallFunction->AllocateDefaultPins();
CompilerContext.MessageLog.NotifyIntermediateObjectCreation(CallFunction, this);
// Connect the output of the "Make Array" pin to the function's "InArgs" pin
ArrayOut->MakeLinkTo(CallFunction->FindPin(TEXT("InArgs")));
// This will set the "Make Array" node's type, only works if one pin is connected.
MakeArrayNode->PinConnectionListChanged(ArrayOut);
// For each argument, we will need to add in a "Make Struct" node.
for(int32 ArgIdx = 0; ArgIdx < PinNames.Num(); ++ArgIdx)
{
UEdGraphPin* ArgumentPin = FindArgumentPin(PinNames[ArgIdx]);
// Spawn a "Make Struct" node to create the struct needed for formatting the text.
UK2Node_MakeStruct* PinMakeStruct = CompilerContext.SpawnIntermediateNode<UK2Node_MakeStruct>(this, SourceGraph); //SourceGraph->CreateBlankNode<UK2Node_CallFunction>();
PinMakeStruct->StructType = FFormatTextArgument::StaticStruct();
PinMakeStruct->AllocateDefaultPins();
// Set the struct's "ArgumentName" pin literal to be the argument pin's name.
PinMakeStruct->GetSchema()->TrySetDefaultText(*PinMakeStruct->FindPin("ArgumentName"), FText::FromString(ArgumentPin->PinName));
// Move the connection of the argument pin to the struct's "TextValue" pin, this will move the literal value if present.
CompilerContext.MovePinLinksToIntermediate(*ArgumentPin, *PinMakeStruct->FindPin("TextValue"));
// The "Make Array" node already has one pin available, so don't create one for ArgIdx == 0
if(ArgIdx > 0)
{
MakeArrayNode->AddInputPin();
}
// Find the input pin on the "Make Array" node by index.
FString PinName = FString::Printf(TEXT("[%d]"), ArgIdx);
UEdGraphPin* InputPin = MakeArrayNode->FindPin(PinName);
// Find the output for the pin's "Make Struct" node and link it to the corresponding pin on the "Make Array" node.
FindOutputStructPinChecked(PinMakeStruct)->MakeLinkTo(InputPin);
}
// Move connection of FormatText's "Result" pin to the call function's return value pin.
CompilerContext.MovePinLinksToIntermediate(*FindPin(TEXT("Result")), *CallFunction->GetReturnValuePin());
// Move connection of FormatText's "Format" pin to the call function's "InPattern" pin
CompilerContext.MovePinLinksToIntermediate(*GetFormatPin(), *CallFunction->FindPin(TEXT("InPattern")));
BreakAllNodeLinks();
}
}
UEdGraphPin* UK2Node_FormatText::FindArgumentPin(const FText& InPinName) const
{
const auto FormatPin = GetFormatPin();
FString PinNameAsString = InPinName.ToString();
for(int32 PinIdx=0; PinIdx<Pins.Num(); PinIdx++)
{
if( Pins[PinIdx] != FormatPin && Pins[PinIdx]->Direction != EGPD_Output && Pins[PinIdx]->PinName.Equals(PinNameAsString) )
{
return Pins[PinIdx];
}
}
return NULL;
}
UK2Node::ERedirectType UK2Node_FormatText::DoPinsMatchForReconstruction(const UEdGraphPin* NewPin, int32 NewPinIndex, const UEdGraphPin* OldPin, int32 OldPinIndex) const
{
ERedirectType RedirectType = ERedirectType_None;
// if the pin names do match
if (FCString::Strcmp(*(NewPin->PinName), *(OldPin->PinName)) == 0)
{
// Make sure we're not dealing with a menu node
UEdGraph* OuterGraph = GetGraph();
if( OuterGraph && OuterGraph->Schema )
{
const UEdGraphSchema_K2* K2Schema = Cast<const UEdGraphSchema_K2>(GetSchema());
if( !K2Schema || K2Schema->IsSelfPin(*NewPin) || K2Schema->ArePinTypesCompatible(OldPin->PinType, NewPin->PinType) )
{
RedirectType = ERedirectType_Name;
}
else
{
RedirectType = ERedirectType_None;
}
}
}
else
{
// try looking for a redirect if it's a K2 node
if (UK2Node* Node = Cast<UK2Node>(NewPin->GetOwningNode()))
{
// if you don't have matching pin, now check if there is any redirect param set
TArray<FString> OldPinNames;
GetRedirectPinNames(*OldPin, OldPinNames);
FName NewPinName;
RedirectType = ShouldRedirectParam(OldPinNames, /*out*/ NewPinName, Node);
// make sure they match
if ((RedirectType != ERedirectType_None) && FCString::Stricmp(*(NewPin->PinName), *(NewPinName.ToString())) != 0)
{
RedirectType = ERedirectType_None;
}
}
}
return RedirectType;
}
FText UK2Node_FormatText::GetArgumentName(int32 InIndex) const
{
if(InIndex < PinNames.Num())
{
return PinNames[InIndex];
}
return FText::GetEmpty();
}
void UK2Node_FormatText::AddArgumentPin()
{
const FScopedTransaction Transaction( NSLOCTEXT("Kismet", "AddArgumentPin", "Add Argument Pin") );
Modify();
const UEdGraphSchema_K2* K2Schema = Cast<const UEdGraphSchema_K2>(GetSchema());
FText PinName = GetUniquePinName();
CreatePin(EGPD_Input, K2Schema->PC_Text, TEXT(""), NULL, false, false, PinName.ToString());
PinNames.Add(PinName);
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
GetGraph()->NotifyGraphChanged();
}
void UK2Node_FormatText::RemoveArgument(int32 InIndex)
{
const FScopedTransaction Transaction( NSLOCTEXT("Kismet", "RemoveArgumentPin", "Remove Argument Pin") );
Modify();
Pins.Remove(FindArgumentPin(PinNames[InIndex]));
PinNames.RemoveAt(InIndex);
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
GetGraph()->NotifyGraphChanged();
}
void UK2Node_FormatText::SetArgumentName(int32 InIndex, FText InName)
{
PinNames[InIndex] = InName;
ReconstructNode();
FBlueprintEditorUtils::MarkBlueprintAsModified(GetBlueprint());
}
void UK2Node_FormatText::SwapArguments(int32 InIndexA, int32 InIndexB)
{
check(InIndexA < PinNames.Num());
check(InIndexB < PinNames.Num());
PinNames.Swap(InIndexA, InIndexB);
ReconstructNode();
GetGraph()->NotifyGraphChanged();
FBlueprintEditorUtils::MarkBlueprintAsModified(GetBlueprint());
}
UEdGraphPin* UK2Node_FormatText::GetFormatPin() const
{
if (!CachedFormatPin)
{
const_cast<UK2Node_FormatText*>(this)->CachedFormatPin = FindPinChecked(FFormatTextNodeHelper::GetFormatPinName());
}
return CachedFormatPin;
}
#undef LOCTEXT_NAMESPACE