Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_ConvertAsset.cpp
Maciej Mroz 50597210dc PC_Asset type in named Asset ID. PC_AssetClass type is named Class Asset ID.
#codereview Nick.Whiting

[CL 2568218 by Maciej Mroz in Main branch]
2015-05-28 04:52:58 -04:00

229 lines
8.1 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "Kismet/KismetSystemLibrary.h"
#include "K2Node_ClassDynamicCast.h"
#include "KismetCompiler.h"
#include "BlueprintNodeSpawner.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "K2Node_ConvertAsset.h"
#define LOCTEXT_NAMESPACE "K2Node_ConvertAsset"
namespace UK2Node_ConvertAssetImpl
{
static const FString InputPinName("Asset");
static const FString OutputPinName("Object");
}
UClass* UK2Node_ConvertAsset::GetTargetClass() const
{
auto InutPin = FindPin(UK2Node_ConvertAssetImpl::InputPinName);
bool bIsConnected = InutPin && InutPin->LinkedTo.Num() && InutPin->LinkedTo[0];
auto SourcePin = bIsConnected ? InutPin->LinkedTo[0] : nullptr;
return SourcePin
? Cast<UClass>(SourcePin->PinType.PinSubCategoryObject.Get())
: nullptr;
}
bool UK2Node_ConvertAsset::IsAssetClassType() const
{
const UEdGraphSchema_K2* K2Schema = Cast<UEdGraphSchema_K2>(GetSchema());
// get first input, return if class asset
auto InutPin = FindPin(UK2Node_ConvertAssetImpl::InputPinName);
bool bIsConnected = InutPin && InutPin->LinkedTo.Num() && InutPin->LinkedTo[0];
auto SourcePin = bIsConnected ? InutPin->LinkedTo[0] : nullptr;
return (SourcePin && K2Schema)
? (SourcePin->PinType.PinCategory == K2Schema->PC_AssetClass)
: false;
}
bool UK2Node_ConvertAsset::IsConnectionDisallowed(const UEdGraphPin* MyPin, const UEdGraphPin* OtherPin, FString& OutReason) const
{
const UEdGraphSchema_K2* K2Schema = Cast<UEdGraphSchema_K2>(GetSchema());
auto InutPin = FindPin(UK2Node_ConvertAssetImpl::InputPinName);
if (K2Schema && InutPin && OtherPin && (InutPin == MyPin) && (MyPin->PinType.PinCategory == K2Schema->PC_Wildcard))
{
if ((OtherPin->PinType.PinCategory != K2Schema->PC_Asset) &&
(OtherPin->PinType.PinCategory != K2Schema->PC_AssetClass))
{
return true;
}
}
return false;
}
void UK2Node_ConvertAsset::RefreshPinTypes()
{
const UEdGraphSchema_K2* K2Schema = CastChecked<UEdGraphSchema_K2>(GetSchema());
auto InutPin = FindPin(UK2Node_ConvertAssetImpl::InputPinName);
auto OutputPin = FindPin(UK2Node_ConvertAssetImpl::OutputPinName);
ensure(InutPin && OutputPin);
if (InutPin && OutputPin)
{
const bool bIsConnected = InutPin->LinkedTo.Num() > 0;
UClass* TargetType = bIsConnected ? GetTargetClass() : nullptr;
const bool bIsAssetClass = bIsConnected ? IsAssetClassType() : false;
const FString InputCategory = bIsConnected
? (bIsAssetClass ? K2Schema->PC_AssetClass : K2Schema->PC_Asset)
: K2Schema->PC_Wildcard;
InutPin->PinType = FEdGraphPinType(InputCategory, FString(), TargetType, false, false);
const FString OutputCategory = bIsConnected
? (bIsAssetClass ? K2Schema->PC_Class : K2Schema->PC_Object)
: K2Schema->PC_Wildcard;
OutputPin->PinType = FEdGraphPinType(OutputCategory, FString(), TargetType, false, false);
PinTypeChanged(InutPin);
PinTypeChanged(OutputPin);
if (OutputPin->LinkedTo.Num())
{
UClass const* CallingContext = NULL;
if (UBlueprint const* Blueprint = GetBlueprint())
{
CallingContext = Blueprint->GeneratedClass;
if (CallingContext == NULL)
{
CallingContext = Blueprint->ParentClass;
}
}
for (auto TargetPin : OutputPin->LinkedTo)
{
if (TargetPin && !K2Schema->ArePinsCompatible(OutputPin, TargetPin, CallingContext))
{
OutputPin->BreakLinkTo(TargetPin);
}
}
}
}
}
void UK2Node_ConvertAsset::PostReconstructNode()
{
RefreshPinTypes();
}
void UK2Node_ConvertAsset::NotifyPinConnectionListChanged(UEdGraphPin* Pin)
{
Super::NotifyPinConnectionListChanged(Pin);
if (Pin && (UK2Node_ConvertAssetImpl::InputPinName == Pin->PinName))
{
RefreshPinTypes();
}
}
void UK2Node_ConvertAsset::AllocateDefaultPins()
{
const UEdGraphSchema_K2* K2Schema = CastChecked<UEdGraphSchema_K2>(GetSchema());
CreatePin(EGPD_Input, K2Schema->PC_Wildcard, TEXT(""), nullptr, false, false, UK2Node_ConvertAssetImpl::InputPinName);
CreatePin(EGPD_Output, K2Schema->PC_Wildcard, TEXT(""), nullptr, false, false, UK2Node_ConvertAssetImpl::OutputPinName);
}
void UK2Node_ConvertAsset::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// actions get registered under specific object-keys; the idea is that
// actions might have to be updated (or deleted) if their object-key is
// mutated (or removed)... here we use the node's class (so if the node
// type disappears, then the action should go with it)
UClass* ActionKey = GetClass();
// to keep from needlessly instantiating a UBlueprintNodeSpawner, first
// check to make sure that the registrar is looking for actions of this type
// (could be regenerating actions for a specific asset, and therefore the
// registrar would only accept actions corresponding to that asset)
if (ActionRegistrar.IsOpenForRegistration(ActionKey))
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(NodeSpawner != nullptr);
ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
}
}
void UK2Node_ConvertAsset::ExpandNode(class FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
Super::ExpandNode(CompilerContext, SourceGraph);
const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
UClass* TargetType = GetTargetClass();
const bool bIsAssetClass = IsAssetClassType();
bool bIsErrorFree = TargetType && Schema && (2 == Pins.Num());
if (bIsErrorFree)
{
//Create Convert Function
auto ConvertToObjectFunc = CompilerContext.SpawnIntermediateNode<UK2Node_CallFunction>(this, SourceGraph);
const FName ConvertFunctionName = bIsAssetClass
? GET_FUNCTION_NAME_CHECKED(UKismetSystemLibrary, Conv_AssetClassToClass)
: GET_FUNCTION_NAME_CHECKED(UKismetSystemLibrary, Conv_AssetToObject);
ConvertToObjectFunc->FunctionReference.SetExternalMember(ConvertFunctionName, UKismetSystemLibrary::StaticClass());
ConvertToObjectFunc->AllocateDefaultPins();
//Connect input to convert
auto InputPin = FindPin(UK2Node_ConvertAssetImpl::InputPinName);
const FString ConvertInputName = bIsAssetClass
? FString(TEXT("AssetClass"))
: FString(TEXT("Asset"));
auto ConvertInput = ConvertToObjectFunc->FindPin(ConvertInputName);
bIsErrorFree &= InputPin && ConvertInput && CompilerContext.MovePinLinksToIntermediate(*InputPin, *ConvertInput).CanSafeConnect();
auto ConvertOutput = ConvertToObjectFunc->GetReturnValuePin();
UEdGraphPin* InnerOutput = nullptr;
if (UObject::StaticClass() != TargetType)
{
//Create Cast Node
UK2Node_DynamicCast* CastNode = bIsAssetClass
? CompilerContext.SpawnIntermediateNode<UK2Node_ClassDynamicCast>(this, SourceGraph)
: CompilerContext.SpawnIntermediateNode<UK2Node_DynamicCast>(this, SourceGraph);
CastNode->SetPurity(true);
CastNode->TargetType = TargetType;
CastNode->AllocateDefaultPins();
// Connect Object/Class to Cast
auto CastInput = CastNode->GetCastSourcePin();
bIsErrorFree &= ConvertOutput && CastInput && Schema->TryCreateConnection(ConvertOutput, CastInput);
// Connect output to cast
InnerOutput = CastNode->GetCastResultPin();
}
else
{
InnerOutput = ConvertOutput;
}
auto OutputPin = FindPin(UK2Node_ConvertAssetImpl::OutputPinName);
bIsErrorFree &= OutputPin && InnerOutput && CompilerContext.MovePinLinksToIntermediate(*OutputPin, *InnerOutput).CanSafeConnect();
}
if (!bIsErrorFree)
{
CompilerContext.MessageLog.Error(*LOCTEXT("InternalConnectionError", "K2Node_ConvertAsset: Internal connection error. @@").ToString(), this);
}
BreakAllNodeLinks();
}
FText UK2Node_ConvertAsset::GetCompactNodeTitle() const
{
return FText::FromString(TEXT("\x2022"));
}
FText UK2Node_ConvertAsset::GetMenuCategory() const
{
return FText(LOCTEXT("UK2Node_LoadAssetGetMenuCategory", "Utilities"));
}
FText UK2Node_ConvertAsset::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return FText(LOCTEXT("UK2Node_ConvertAssetGetNodeTitle", "Resolve Asset ID"));
}
FText UK2Node_ConvertAsset::GetTooltipText() const
{
return FText(LOCTEXT("UK2Node_ConvertAssetGetTooltipText", "Resolves an Asset ID or Class Asset ID into an object/class. If the asset wasn't loaded it returns none."));
}
#undef LOCTEXT_NAMESPACE