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

203 lines
7.1 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "K2Node_InputActionEvent.h"
#include "CompilerResultsLog.h"
#include "KismetCompiler.h"
#include "BlueprintNodeSpawner.h"
#include "EditorCategoryUtils.h"
#include "BlueprintEditorUtils.h"
#include "EdGraphSchema_K2.h"
#include "BlueprintActionDatabaseRegistrar.h"
#define LOCTEXT_NAMESPACE "K2Node_InputAction"
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
{
if (TitleType == ENodeTitleType::MenuTitle)
{
return FText::FromName(InputActionName);
}
else if (CachedNodeTitle.IsOutOfDate())
{
FFormatNamedArguments Args;
Args.Add(TEXT("InputActionName"), FText::FromName(InputActionName));
FText LocFormat = NSLOCTEXT("K2Node", "InputAction_Name", "InputAction {InputActionName}");
// FText::Format() is slow, so we cache this to save on performance
CachedNodeTitle = FText::Format(LocFormat, Args);
}
return CachedNodeTitle;
}
FText UK2Node_InputAction::GetTooltipText() const
{
if (CachedTooltip.IsOutOfDate())
{
// FText::Format() is slow, so we cache this to save on performance
CachedTooltip = FText::Format(NSLOCTEXT("K2Node", "InputAction_Tooltip", "Event for when the keys bound to input action {0} are pressed or released."), FText::FromName(InputActionName));
}
return CachedTooltip;
}
bool UK2Node_InputAction::IsCompatibleWithGraph(UEdGraph const* Graph) const
{
UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(Graph);
UEdGraphSchema_K2 const* K2Schema = Cast<UEdGraphSchema_K2>(Graph->GetSchema());
bool const bIsConstructionScript = (K2Schema != nullptr) ? K2Schema->IsConstructionScript(Graph) : false;
return (Blueprint != nullptr) && Blueprint->SupportsInputEvents() && !bIsConstructionScript && Super::IsCompatibleWithGraph(Graph);
}
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);
}
}
void UK2Node_InputAction::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
TArray<FName> ActionNames;
GetDefault<UInputSettings>()->GetActionNames(ActionNames);
auto CustomizeInputNodeLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FName ActionName)
{
UK2Node_InputAction* InputNode = CastChecked<UK2Node_InputAction>(NewNode);
InputNode->InputActionName = ActionName;
};
// 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();
for (FName const InputActionName : ActionNames)
{
// 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))
{
continue;
}
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(NodeSpawner != nullptr);
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(CustomizeInputNodeLambda, InputActionName);
ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
}
}
FText UK2Node_InputAction::GetMenuCategory() const
{
static FNodeTextCache CachedCategory;
if (CachedCategory.IsOutOfDate())
{
// FText::Format() is slow, so we cache this to save on performance
CachedCategory = FEditorCategoryUtils::BuildCategoryString(FCommonEditorCategory::Input, LOCTEXT("ActionMenuCategory", "Action Events"));
}
return CachedCategory;
}
FBlueprintNodeSignature UK2Node_InputAction::GetSignature() const
{
FBlueprintNodeSignature NodeSignature = Super::GetSignature();
NodeSignature.AddKeyValue(InputActionName.ToString());
return NodeSignature;
}
#undef LOCTEXT_NAMESPACE