Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_InputTouch.cpp

249 lines
12 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "K2Node_InputTouchEvent.h"
#include "CompilerResultsLog.h"
#include "KismetCompiler.h"
#include "BlueprintNodeSpawner.h"
#include "EditorCategoryUtils.h"
#include "BlueprintActionDatabaseRegistrar.h"
UK2Node_InputTouch::UK2Node_InputTouch(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
bConsumeInput = true;
bOverrideParentBinding = true;
}
void UK2Node_InputTouch::PostLoad()
{
Super::PostLoad();
if (GetLinkerUE4Version() < VER_UE4_BLUEPRINT_INPUT_BINDING_OVERRIDES)
{
// Don't change existing behaviors
bOverrideParentBinding = false;
}
}
UEnum* UK2Node_InputTouch::GetTouchIndexEnum()
{
static UEnum* TouchIndexEnum = NULL;
if(NULL == TouchIndexEnum)
{
FName TouchIndexEnumName(TEXT("ETouchIndex::Touch1"));
UEnum::LookupEnumName(TouchIndexEnumName, &TouchIndexEnum);
check(TouchIndexEnum);
}
return TouchIndexEnum;
}
void UK2Node_InputTouch::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"));
UScriptStruct* VectorStruct = FindObjectChecked<UScriptStruct>(UObject::StaticClass(), TEXT("Vector"));
CreatePin(EGPD_Output, K2Schema->PC_Struct, TEXT(""), VectorStruct, false, false, TEXT("Location"));
CreatePin(EGPD_Output, K2Schema->PC_Byte, TEXT(""), GetTouchIndexEnum(), false, false, TEXT("FingerIndex"));
Super::AllocateDefaultPins();
}
FLinearColor UK2Node_InputTouch::GetNodeTitleColor() const
{
return GetDefault<UGraphEditorSettings>()->EventNodeTitleColor;
}
FText UK2Node_InputTouch::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
FText Title = NSLOCTEXT("K2Node", "InputTouch_Name", "InputTouch");
if (TitleType == ENodeTitleType::MenuTitle)
{
Title = NSLOCTEXT("K2Node", "InputTouch_ListTitle", "Touch");
}
return Title;
}
void UK2Node_InputTouch::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);
}
}
FText UK2Node_InputTouch::GetMenuCategory() const
{
return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Input);
}
bool UK2Node_InputTouch::IsCompatibleWithGraph(const UEdGraph* TargetGraph) const
{
UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForGraph(TargetGraph);
UEdGraphSchema_K2 const* K2Schema = Cast<UEdGraphSchema_K2>(TargetGraph->GetSchema());
bool const bIsConstructionScript = (K2Schema != nullptr) ? K2Schema->IsConstructionScript(TargetGraph) : false;
return (Blueprint != nullptr) && Blueprint->SupportsInputEvents() && !bIsConstructionScript && Super::IsCompatibleWithGraph(TargetGraph);
}
UEdGraphPin* UK2Node_InputTouch::GetPressedPin() const
{
return FindPin(TEXT("Pressed"));
}
UEdGraphPin* UK2Node_InputTouch::GetReleasedPin() const
{
return FindPin(TEXT("Released"));
}
UEdGraphPin* UK2Node_InputTouch::GetLocationPin() const
{
return FindPin(TEXT("Location"));
}
UEdGraphPin* UK2Node_InputTouch::GetFingerIndexPin() const
{
return FindPin(TEXT("FingerIndex"));
}
void UK2Node_InputTouch::ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
Super::ExpandNode(CompilerContext, SourceGraph);
if (CompilerContext.bIsFullCompile)
{
UEdGraphPin* InputTouchPressedPin = GetPressedPin();
UEdGraphPin* InputTouchReleasedPin = GetReleasedPin();
const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();
// If both are linked we have to do more complicated behaviors
if (InputTouchPressedPin->LinkedTo.Num() > 0 && InputTouchReleasedPin->LinkedTo.Num() > 0)
{
// Create the input touch events
UK2Node_InputTouchEvent* InputTouchPressedEvent = CompilerContext.SpawnIntermediateNode<UK2Node_InputTouchEvent>(this, SourceGraph);
InputTouchPressedEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpTchEvt_%s"), *InputTouchPressedEvent->GetName()));
InputTouchPressedEvent->bConsumeInput = bConsumeInput;
InputTouchPressedEvent->bExecuteWhenPaused = bExecuteWhenPaused;
InputTouchPressedEvent->bOverrideParentBinding = bOverrideParentBinding;
InputTouchPressedEvent->InputKeyEvent = IE_Pressed;
InputTouchPressedEvent->EventSignatureName = TEXT("InputTouchHandlerDynamicSignature__DelegateSignature");
InputTouchPressedEvent->EventSignatureClass = UInputComponent::StaticClass();
InputTouchPressedEvent->bInternalEvent = true;
InputTouchPressedEvent->AllocateDefaultPins();
UK2Node_InputTouchEvent* InputTouchReleasedEvent = CompilerContext.SpawnIntermediateNode<UK2Node_InputTouchEvent>(this, SourceGraph);
InputTouchReleasedEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpTchEvt_%s"), *InputTouchReleasedEvent->GetName()));
InputTouchReleasedEvent->bConsumeInput = bConsumeInput;
InputTouchReleasedEvent->bExecuteWhenPaused = bExecuteWhenPaused;
InputTouchReleasedEvent->bOverrideParentBinding = bOverrideParentBinding;
InputTouchReleasedEvent->InputKeyEvent = IE_Released;
InputTouchReleasedEvent->EventSignatureName = TEXT("InputTouchHandlerDynamicSignature__DelegateSignature");
InputTouchReleasedEvent->EventSignatureClass = UInputComponent::StaticClass();
InputTouchReleasedEvent->bInternalEvent = true;
InputTouchReleasedEvent->AllocateDefaultPins();
// Create a temporary variable to copy location in to
static UScriptStruct* VectorStruct = FindObjectChecked<UScriptStruct>(UObject::StaticClass(), TEXT("Vector"));
UK2Node_TemporaryVariable* TouchLocationVar = CompilerContext.SpawnIntermediateNode<UK2Node_TemporaryVariable>(this, SourceGraph);
TouchLocationVar->VariableType.PinCategory = Schema->PC_Struct;
TouchLocationVar->VariableType.PinSubCategoryObject = VectorStruct;
TouchLocationVar->AllocateDefaultPins();
// Create assignment nodes to assign the location
UK2Node_AssignmentStatement* TouchPressedLocationInitialize = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(this, SourceGraph);
TouchPressedLocationInitialize->AllocateDefaultPins();
Schema->TryCreateConnection(TouchLocationVar->GetVariablePin(), TouchPressedLocationInitialize->GetVariablePin());
Schema->TryCreateConnection(TouchPressedLocationInitialize->GetValuePin(), InputTouchPressedEvent->FindPinChecked(TEXT("Location")));
UK2Node_AssignmentStatement* TouchReleasedLocationInitialize = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(this, SourceGraph);
TouchReleasedLocationInitialize->AllocateDefaultPins();
Schema->TryCreateConnection(TouchLocationVar->GetVariablePin(), TouchReleasedLocationInitialize->GetVariablePin());
Schema->TryCreateConnection(TouchReleasedLocationInitialize->GetValuePin(), InputTouchReleasedEvent->FindPinChecked(TEXT("Location")));
// Connect the events to the assign location nodes
Schema->TryCreateConnection(Schema->FindExecutionPin(*InputTouchPressedEvent, EGPD_Output), TouchPressedLocationInitialize->GetExecPin());
Schema->TryCreateConnection(Schema->FindExecutionPin(*InputTouchReleasedEvent, EGPD_Output), TouchReleasedLocationInitialize->GetExecPin());
// Create a temporary variable to copy finger index in to
UK2Node_TemporaryVariable* TouchFingerVar = CompilerContext.SpawnIntermediateNode<UK2Node_TemporaryVariable>(this, SourceGraph);
TouchFingerVar->VariableType.PinCategory = Schema->PC_Byte;
TouchFingerVar->VariableType.PinSubCategoryObject = UK2Node_InputTouch::GetTouchIndexEnum();
TouchFingerVar->AllocateDefaultPins();
// Create assignment nodes to assign the finger index
UK2Node_AssignmentStatement* TouchPressedFingerInitialize = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(this, SourceGraph);
TouchPressedFingerInitialize->AllocateDefaultPins();
Schema->TryCreateConnection(TouchFingerVar->GetVariablePin(), TouchPressedFingerInitialize->GetVariablePin());
Schema->TryCreateConnection(TouchPressedFingerInitialize->GetValuePin(), InputTouchPressedEvent->FindPinChecked(TEXT("FingerIndex")));
UK2Node_AssignmentStatement* TouchReleasedFingerInitialize = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(this, SourceGraph);
TouchReleasedFingerInitialize->AllocateDefaultPins();
Schema->TryCreateConnection(TouchFingerVar->GetVariablePin(), TouchReleasedFingerInitialize->GetVariablePin());
Schema->TryCreateConnection(TouchReleasedFingerInitialize->GetValuePin(), InputTouchReleasedEvent->FindPinChecked(TEXT("FingerIndex")));
// Connect the assign location to the assign finger index nodes
Schema->TryCreateConnection(TouchPressedLocationInitialize->GetThenPin(), TouchPressedFingerInitialize->GetExecPin());
Schema->TryCreateConnection(TouchReleasedLocationInitialize->GetThenPin(), TouchReleasedFingerInitialize->GetExecPin());
// Move the original event connections to the then pin of the finger index assign
CompilerContext.MovePinLinksToIntermediate(*GetPressedPin(), *TouchPressedFingerInitialize->GetThenPin());
CompilerContext.MovePinLinksToIntermediate(*GetReleasedPin(), *TouchReleasedFingerInitialize->GetThenPin());
// Move the original event variable connections to the intermediate nodes
CompilerContext.MovePinLinksToIntermediate(*GetLocationPin(), *TouchLocationVar->GetVariablePin());
CompilerContext.MovePinLinksToIntermediate(*GetFingerIndexPin(), *TouchFingerVar->GetVariablePin());
}
else
{
UEdGraphPin* InputTouchPin;
EInputEvent InputEvent;
if (InputTouchPressedPin->LinkedTo.Num() > 0)
{
InputTouchPin = InputTouchPressedPin;
InputEvent = IE_Pressed;
}
else
{
InputTouchPin = InputTouchReleasedPin;
InputEvent = IE_Released;
}
if (InputTouchPin->LinkedTo.Num() > 0)
{
UK2Node_InputTouchEvent* InputTouchEvent = CompilerContext.SpawnIntermediateNode<UK2Node_InputTouchEvent>(this, SourceGraph);
InputTouchEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpTchEvt_%s"), *InputTouchEvent->GetName()));
InputTouchEvent->InputKeyEvent = InputEvent;
InputTouchEvent->bConsumeInput = bConsumeInput;
InputTouchEvent->bExecuteWhenPaused = bExecuteWhenPaused;
InputTouchEvent->bOverrideParentBinding = bOverrideParentBinding;
InputTouchEvent->EventSignatureName = TEXT("InputTouchHandlerDynamicSignature__DelegateSignature");
InputTouchEvent->EventSignatureClass = UInputComponent::StaticClass();
InputTouchEvent->bInternalEvent = true;
InputTouchEvent->AllocateDefaultPins();
CompilerContext.MovePinLinksToIntermediate(*InputTouchPin, *Schema->FindExecutionPin(*InputTouchEvent, EGPD_Output));
CompilerContext.MovePinLinksToIntermediate(*GetLocationPin(), *InputTouchEvent->FindPin(TEXT("Location")));
CompilerContext.MovePinLinksToIntermediate(*GetFingerIndexPin(), *InputTouchEvent->FindPin(TEXT("FingerIndex")));
}
}
}
}