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This represents UE4/Main @ 14525125 + cherrypicked fixes #skipundocheck [CL 14551026 by Marc Audy in ue5-main branch]
269 lines
8.3 KiB
C++
269 lines
8.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "K2Node_VariableSetRef.h"
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#include "EdGraphSchema_K2.h"
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#include "EdGraphUtilities.h"
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#include "KismetCompiler.h"
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#include "VariableSetHandler.h"
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#include "BlueprintActionFilter.h"
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#include "BlueprintNodeSpawner.h"
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#include "EditorCategoryUtils.h"
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#include "BlueprintActionDatabaseRegistrar.h"
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static FName TargetVarPinName(TEXT("Target"));
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static FName VarValuePinName(TEXT("Value"));
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#define LOCTEXT_NAMESPACE "K2Node_VariableSetRef"
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class FKCHandler_VariableSetRef : public FKCHandler_VariableSet
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{
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public:
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FKCHandler_VariableSetRef(FKismetCompilerContext& InCompilerContext)
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: FKCHandler_VariableSet(InCompilerContext)
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{
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}
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virtual void RegisterNets(FKismetFunctionContext& Context, UEdGraphNode* Node) override
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{
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UK2Node_VariableSetRef* VarRefNode = CastChecked<UK2Node_VariableSetRef>(Node);
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UEdGraphPin* ValuePin = VarRefNode->GetValuePin();
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ValidateAndRegisterNetIfLiteral(Context, ValuePin);
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}
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void InnerAssignment(FKismetFunctionContext& Context, UEdGraphNode* Node, UEdGraphPin* VariablePin, UEdGraphPin* ValuePin)
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{
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FBPTerminal** VariableTerm = Context.NetMap.Find(VariablePin);
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if (VariableTerm == nullptr)
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{
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VariableTerm = Context.NetMap.Find(FEdGraphUtilities::GetNetFromPin(VariablePin));
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}
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FBPTerminal** ValueTerm = Context.LiteralHackMap.Find(ValuePin);
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if (ValueTerm == nullptr)
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{
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ValueTerm = Context.NetMap.Find(FEdGraphUtilities::GetNetFromPin(ValuePin));
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}
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if ((VariableTerm != nullptr) && (ValueTerm != nullptr))
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{
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FBlueprintCompiledStatement& Statement = Context.AppendStatementForNode(Node);
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Statement.Type = KCST_Assignment;
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Statement.LHS = *VariableTerm;
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Statement.RHS.Add(*ValueTerm);
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if (!(*VariableTerm)->IsTermWritable())
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{
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CompilerContext.MessageLog.Error(*LOCTEXT("WriteConst_Error", "Cannot write to const @@").ToString(), VariablePin);
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}
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}
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else
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{
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if (VariablePin != ValuePin)
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{
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CompilerContext.MessageLog.Error(*LOCTEXT("ResolveValueIntoVariablePin_Error", "Failed to resolve term @@ passed into @@").ToString(), ValuePin, VariablePin);
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}
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else
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{
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CompilerContext.MessageLog.Error(*LOCTEXT("ResolveTermPassed_Error", "Failed to resolve term passed into @@").ToString(), VariablePin);
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}
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}
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}
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virtual void Compile(FKismetFunctionContext& Context, UEdGraphNode* Node) override
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{
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UK2Node_VariableSetRef* VarRefNode = CastChecked<UK2Node_VariableSetRef>(Node);
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UEdGraphPin* VarTargetPin = VarRefNode->GetTargetPin();
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UEdGraphPin* ValuePin = VarRefNode->GetValuePin();
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InnerAssignment(Context, Node, VarTargetPin, ValuePin);
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// Generate the output impulse from this node
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GenerateSimpleThenGoto(Context, *Node);
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}
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};
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UK2Node_VariableSetRef::UK2Node_VariableSetRef(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void UK2Node_VariableSetRef::AllocateDefaultPins()
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{
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CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_Execute);
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CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_Then);
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UEdGraphNode::FCreatePinParams PinParams;
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PinParams.bIsReference = true;
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CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Wildcard, TargetVarPinName, PinParams);
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CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Wildcard, VarValuePinName);
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}
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void UK2Node_VariableSetRef::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins)
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{
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AllocateDefaultPins();
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// Coerce the type of the node from the old pin, if available
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UEdGraphPin* OldTargetPin = nullptr;
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for (UEdGraphPin* CurrPin : OldPins)
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{
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if (CurrPin->PinName == TargetVarPinName)
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{
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OldTargetPin = CurrPin;
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break;
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}
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}
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if( OldTargetPin )
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{
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UEdGraphPin* NewTargetPin = GetTargetPin();
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CoerceTypeFromPin(OldTargetPin);
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}
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CachedNodeTitle.MarkDirty();
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RestoreSplitPins(OldPins);
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}
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FText UK2Node_VariableSetRef::GetTooltipText() const
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{
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return NSLOCTEXT("K2Node", "SetValueOfRefVariable", "Set the value of the connected pass-by-ref variable");
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}
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FText UK2Node_VariableSetRef::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
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UEdGraphPin* TargetPin = GetTargetPin();
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if ((TargetPin == nullptr) || (TargetPin->PinType.PinCategory == UEdGraphSchema_K2::PC_Wildcard))
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{
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return NSLOCTEXT("K2Node", "SetRefVarNodeTitle", "Set By-Ref Var");
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}
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else if (CachedNodeTitle.IsOutOfDate(this))
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("PinType"), Schema->TypeToText(TargetPin->PinType));
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// FText::Format() is slow, so we cache this to save on performance
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CachedNodeTitle.SetCachedText(FText::Format(NSLOCTEXT("K2Node", "SetRefVarNodeTitle_Typed", "Set {PinType}"), Args), this);
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}
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return CachedNodeTitle;
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}
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bool UK2Node_VariableSetRef::IsActionFilteredOut(class FBlueprintActionFilter const& Filter)
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{
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// Default to filtering this node out unless dragging off of a reference output pin
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bool bIsFilteredOut = false;
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FBlueprintActionContext const& FilterContext = Filter.Context;
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for (UEdGraphPin* Pin : FilterContext.Pins)
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{
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if(Pin->Direction == EGPD_Output && Pin->PinType.bIsReference == true)
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{
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bIsFilteredOut = false;
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break;
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}
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}
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return bIsFilteredOut;
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}
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void UK2Node_VariableSetRef::NotifyPinConnectionListChanged(UEdGraphPin* Pin)
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{
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Super::NotifyPinConnectionListChanged(Pin);
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UEdGraphPin* TargetPin = GetTargetPin();
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UEdGraphPin* ValuePin = GetValuePin();
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if( (Pin == TargetPin) || (Pin == ValuePin) )
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{
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UEdGraphPin* ConnectedToPin = (Pin->LinkedTo.Num() > 0) ? Pin->LinkedTo[0] : nullptr;
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CoerceTypeFromPin(ConnectedToPin);
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// If both target and value pins are unlinked, then reset types to wildcard
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if(TargetPin->LinkedTo.Num() == 0 && ValuePin->LinkedTo.Num() == 0)
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{
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// Pin disconnected...revert to wildcard
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TargetPin->PinType.PinCategory = UEdGraphSchema_K2::PC_Wildcard;
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TargetPin->PinType.PinSubCategory = NAME_None;
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TargetPin->PinType.PinSubCategoryObject = nullptr;
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TargetPin->BreakAllPinLinks();
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ValuePin->PinType.PinCategory = UEdGraphSchema_K2::PC_Wildcard;
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ValuePin->PinType.PinSubCategory = NAME_None;
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ValuePin->PinType.PinSubCategoryObject = nullptr;
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ValuePin->BreakAllPinLinks();
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}
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CachedNodeTitle.MarkDirty();
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// Get the graph to refresh our title and default value info
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GetGraph()->NotifyGraphChanged();
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}
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}
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void UK2Node_VariableSetRef::CoerceTypeFromPin(const UEdGraphPin* Pin)
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{
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UEdGraphPin* TargetPin = GetTargetPin();
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UEdGraphPin* ValuePin = GetValuePin();
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check(TargetPin && ValuePin);
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if( Pin &&
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(Pin->PinType.PinCategory != UEdGraphSchema_K2::PC_Wildcard ||
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( Pin->PinType.PinCategory == TargetPin->PinType.PinCategory &&
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Pin->PinType.PinCategory == ValuePin->PinType.PinCategory )
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) )
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{
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check((Pin != TargetPin) || (Pin->PinType.bIsReference && !Pin->PinType.IsContainer()));
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TargetPin->PinType = Pin->PinType;
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TargetPin->PinType.bIsReference = true;
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ValuePin->PinType = Pin->PinType;
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ValuePin->PinType.bIsReference = false;
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}
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}
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UEdGraphPin* UK2Node_VariableSetRef::GetTargetPin() const
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{
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return FindPin(TargetVarPinName);
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}
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UEdGraphPin* UK2Node_VariableSetRef::GetValuePin() const
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{
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return FindPin(VarValuePinName);
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}
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FNodeHandlingFunctor* UK2Node_VariableSetRef::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
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{
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return new FKCHandler_VariableSetRef(CompilerContext);
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}
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void UK2Node_VariableSetRef::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
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{
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// actions get registered under specific object-keys; the idea is that
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// actions might have to be updated (or deleted) if their object-key is
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// mutated (or removed)... here we use the node's class (so if the node
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// type disappears, then the action should go with it)
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UClass* ActionKey = GetClass();
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// to keep from needlessly instantiating a UBlueprintNodeSpawner, first
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// check to make sure that the registrar is looking for actions of this type
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// (could be regenerating actions for a specific asset, and therefore the
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// registrar would only accept actions corresponding to that asset)
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if (ActionRegistrar.IsOpenForRegistration(ActionKey))
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{
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UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
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check(NodeSpawner != nullptr);
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ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
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}
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}
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FText UK2Node_VariableSetRef::GetMenuCategory() const
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{
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return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Variables);
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}
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#undef LOCTEXT_NAMESPACE
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