Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_Self.cpp
Maciej Mroz 1ab0ff15ea Blueprint fucntion library: Self node in BFL causes a warning. ActionMenuBluilder minior fixes.
#codereview Nick.Whiting

[CL 2059757 by Maciej Mroz in Main branch]
2014-04-30 07:59:51 -04:00

75 lines
2.2 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "KismetCompiler.h"
class FKCHandler_Self : public FNodeHandlingFunctor
{
public:
FKCHandler_Self(FKismetCompilerContext& InCompilerContext)
: FNodeHandlingFunctor(InCompilerContext)
{
}
virtual void RegisterNets(FKismetFunctionContext& Context, UEdGraphNode* Node) OVERRIDE
{
UK2Node_Self* SelfNode = CastChecked<UK2Node_Self>(Node);
const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
UEdGraphPin* VarPin = SelfNode->FindPin(Schema->PN_Self);
check( VarPin );
FBPTerminal* Term = new (Context.Literals) FBPTerminal();
Term->CopyFromPin(VarPin, VarPin->PinName);
Term->bIsLiteral = true;
Context.NetMap.Add(VarPin, Term);
}
};
UK2Node_Self::UK2Node_Self(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
void UK2Node_Self::AllocateDefaultPins()
{
SelfClass = GetBlueprint()->GeneratedClass;
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
CreatePin(EGPD_Output, K2Schema->PC_Object, K2Schema->PSC_Self, SelfClass, false, false, K2Schema->PN_Self);
Super::AllocateDefaultPins();
}
FString UK2Node_Self::GetTooltip() const
{
return FString::Printf(*NSLOCTEXT("K2Node", "GetSelfReference", "Gets a reference to this instance of the blueprint").ToString());
}
FString UK2Node_Self::GetKeywords() const
{
return TEXT("This");
}
FText UK2Node_Self::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return NSLOCTEXT("K2Node", "SelfReferenceName", "Self-Reference");
}
FNodeHandlingFunctor* UK2Node_Self::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
{
return new FKCHandler_Self(CompilerContext);
}
void UK2Node_Self::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
{
Super::ValidateNodeDuringCompilation(MessageLog);
const UBlueprint* Blueprint = GetBlueprint();
const UClass* MyClass = SelfClass ? SelfClass : (Blueprint ? Blueprint->GeneratedClass : NULL);
const bool bValidClass = !MyClass || !MyClass->IsChildOf(UBlueprintFunctionLibrary::StaticClass());
if (!bValidClass)
{
MessageLog.Warning(*NSLOCTEXT("K2Node", "InvalidSelfNode", "Self node @@ cannot be used in static library.").ToString(), this);
}
}