Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_InputAction.cpp

117 lines
4.2 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "K2Node_InputActionEvent.h"
#include "CompilerResultsLog.h"
#include "KismetCompiler.h"
UK2Node_InputAction::UK2Node_InputAction(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
bConsumeInput = true;
bOverrideParentBinding = true;
}
void UK2Node_InputAction::PostLoad()
{
Super::PostLoad();
if (GetLinkerUE4Version() < VER_UE4_BLUEPRINT_INPUT_BINDING_OVERRIDES)
{
// Don't change existing behaviors
bOverrideParentBinding = false;
}
}
void UK2Node_InputAction::AllocateDefaultPins()
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, TEXT("Pressed"));
CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, TEXT("Released"));
Super::AllocateDefaultPins();
}
FLinearColor UK2Node_InputAction::GetNodeTitleColor() const
{
return GetDefault<UGraphEditorSettings>()->EventNodeTitleColor;
}
FText UK2Node_InputAction::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
FFormatNamedArguments Args;
Args.Add(TEXT("InputActionName"), FText::FromName(InputActionName));
return FText::Format(NSLOCTEXT("K2Node", "InputAction_Name", "InputAction {InputActionName}"), Args);
}
FString UK2Node_InputAction::GetNodeNativeTitle(ENodeTitleType::Type TitleType) const
{
// Do not setup this function for localization, intentionally left unlocalized!
return FString::Printf(TEXT("InputAction %s"), *InputActionName.ToString());
}
FString UK2Node_InputAction::GetTooltip() const
{
return FString::Printf(*NSLOCTEXT("K2Node", "InputAction_Tooltip", "Event for when the keys bound to input action %s are pressed or released.").ToString(), *InputActionName.ToString());
}
UEdGraphPin* UK2Node_InputAction::GetPressedPin() const
{
return FindPin(TEXT("Pressed"));
}
UEdGraphPin* UK2Node_InputAction::GetReleasedPin() const
{
return FindPin(TEXT("Released"));
}
void UK2Node_InputAction::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
{
Super::ValidateNodeDuringCompilation(MessageLog);
TArray<FName> ActionNames;
GetDefault<UInputSettings>()->GetActionNames(ActionNames);
if (!ActionNames.Contains(InputActionName))
{
MessageLog.Warning(*FString::Printf(*NSLOCTEXT("KismetCompiler", "MissingInputAction_Warning", "InputAction Event references unknown Action '%s' for @@").ToString(), *InputActionName.ToString()), this);
}
}
void UK2Node_InputAction::CreateInputActionEvent(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph, UEdGraphPin* InputActionPin, const EInputEvent InputKeyEvent)
{
if (InputActionPin->LinkedTo.Num() > 0)
{
UK2Node_InputActionEvent* InputActionEvent = CompilerContext.SpawnIntermediateNode<UK2Node_InputActionEvent>(this, SourceGraph);
InputActionEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpActEvt_%s_%s"), *InputActionName.ToString(), *InputActionEvent->GetName()));
InputActionEvent->InputActionName = InputActionName;
InputActionEvent->bConsumeInput = bConsumeInput;
InputActionEvent->bExecuteWhenPaused = bExecuteWhenPaused;
InputActionEvent->bOverrideParentBinding = bOverrideParentBinding;
InputActionEvent->InputKeyEvent = InputKeyEvent;
InputActionEvent->EventSignatureName = TEXT("InputActionHandlerDynamicSignature__DelegateSignature");
InputActionEvent->EventSignatureClass = UInputComponent::StaticClass();
InputActionEvent->bInternalEvent = true;
InputActionEvent->AllocateDefaultPins();
// Move any exec links from the InputActionNode pin to the InputActionEvent node
UEdGraphPin* EventOutput = CompilerContext.GetSchema()->FindExecutionPin(*InputActionEvent, EGPD_Output);
if(EventOutput != NULL)
{
CompilerContext.MovePinLinksToIntermediate(*InputActionPin, *EventOutput);
}
}
}
void UK2Node_InputAction::ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
Super::ExpandNode(CompilerContext, SourceGraph);
if (CompilerContext.bIsFullCompile)
{
CreateInputActionEvent(CompilerContext, SourceGraph, GetPressedPin(), IE_Pressed);
CreateInputActionEvent(CompilerContext, SourceGraph, GetReleasedPin(), IE_Released);
}
}