Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_InputAxisKeyEvent.cpp

123 lines
4.4 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "K2Node_InputAxisKeyEvent.h"
#include "CompilerResultsLog.h"
UK2Node_InputAxisKeyEvent::UK2Node_InputAxisKeyEvent(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
bConsumeInput = true;
bOverrideParentBinding = true;
bInternalEvent = true;
EventSignatureName = TEXT("InputAxisHandlerDynamicSignature__DelegateSignature");
EventSignatureClass = UInputComponent::StaticClass();
}
void UK2Node_InputAxisKeyEvent::Initialize(const FKey InAxisKey)
{
AxisKey = InAxisKey;
CustomFunctionName = FName(*FString::Printf(TEXT("InpAxisKeyEvt_%s_%s"), *AxisKey.ToString(), *GetName()));
}
FText UK2Node_InputAxisKeyEvent::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return AxisKey.GetDisplayName();
}
FString UK2Node_InputAxisKeyEvent::GetNodeNativeTitle(ENodeTitleType::Type TitleType) const
{
// Do not setup this function for localization, intentionally left unlocalized!
return AxisKey.GetDisplayName().ToString();
}
FString UK2Node_InputAxisKeyEvent::GetTooltip() const
{
return FString::Printf(*NSLOCTEXT("K2Node", "InputAxisKey_Tooltip", "Event that provides the current value of the %s axis once per frame when input is enabled for the containing actor.").ToString(), *AxisKey.GetDisplayName().ToString());
}
void UK2Node_InputAxisKeyEvent::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
{
Super::ValidateNodeDuringCompilation(MessageLog);
if (!AxisKey.IsValid())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "Invalid_InputAxisKey_Warning", "InputAxisKey Event specifies invalid FKey'{0}' for @@"), FText::FromString(AxisKey.ToString())).ToString(), this);
}
else if (!AxisKey.IsFloatAxis())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotAxis_InputAxisKey_Warning", "InputAxisKey Event specifies FKey'{0}' which is not a float axis for @@"), FText::FromString(AxisKey.ToString())).ToString(), this);
}
else if (!AxisKey.IsBindableInBlueprints())
{
MessageLog.Warning(*FText::Format(NSLOCTEXT("KismetCompiler", "NotBindable_InputAxisKey_Warning", "InputAxisKey Event specifies FKey'{0}' that is not blueprint bindable for @@"), FText::FromString(AxisKey.ToString())).ToString(), this);
}
}
UClass* UK2Node_InputAxisKeyEvent::GetDynamicBindingClass() const
{
return UInputAxisKeyDelegateBinding::StaticClass();
}
FName UK2Node_InputAxisKeyEvent::GetPaletteIcon(FLinearColor& OutColor) const
{
if (AxisKey.IsMouseButton())
{
return TEXT("GraphEditor.MouseEvent_16x");
}
else if (AxisKey.IsGamepadKey())
{
return TEXT("GraphEditor.PadEvent_16x");
}
else
{
return TEXT("GraphEditor.KeyEvent_16x");
}
}
void UK2Node_InputAxisKeyEvent::RegisterDynamicBinding(UDynamicBlueprintBinding* BindingObject) const
{
UInputAxisKeyDelegateBinding* InputAxisKeyBindingObject = CastChecked<UInputAxisKeyDelegateBinding>(BindingObject);
FBlueprintInputAxisKeyDelegateBinding Binding;
Binding.AxisKey = AxisKey;
Binding.bConsumeInput = bConsumeInput;
Binding.bExecuteWhenPaused = bExecuteWhenPaused;
Binding.bOverrideParentBinding = bOverrideParentBinding;
Binding.FunctionNameToBind = CustomFunctionName;
InputAxisKeyBindingObject->InputAxisKeyDelegateBindings.Add(Binding);
}
bool UK2Node_InputAxisKeyEvent::CanPasteHere(const UEdGraph* TargetGraph, const UEdGraphSchema* Schema) const
{
// By default, to be safe, we don't allow events to be pasted, except under special circumstances (see below)
bool bAllowPaste = false;
// Ensure that we can be instanced under the specified schema
if (CanCreateUnderSpecifiedSchema(Schema))
{
// Can only place events in ubergraphs
if (Schema->GetGraphType(TargetGraph) == EGraphType::GT_Ubergraph)
{
// Find the Blueprint that owns the target graph
UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(TargetGraph);
if (Blueprint && Blueprint->SkeletonGeneratedClass)
{
bAllowPaste = Blueprint->ParentClass->IsChildOf(AActor::StaticClass());
if (!bAllowPaste)
{
UE_LOG(LogBlueprint, Log, TEXT("Cannot paste event node (%s) directly because the graph does not belong to an Actor."), *GetFName().ToString());
}
}
}
}
else
{
UE_LOG(LogBlueprint, Log, TEXT("Cannot paste event node (%s) directly because it cannot be created under the specified schema."), *GetFName().ToString());
}
return bAllowPaste;
}