Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_Self.cpp

111 lines
3.5 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "KismetCompiler.h"
#include "BlueprintNodeSpawner.h"
#include "EditorCategoryUtils.h"
#include "BlueprintActionDatabaseRegistrar.h"
#define LOCTEXT_NAMESPACE "K2Node_Self"
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()
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
CreatePin(EGPD_Output, K2Schema->PC_Object, K2Schema->PSC_Self, NULL, false, false, K2Schema->PN_Self);
Super::AllocateDefaultPins();
}
FText UK2Node_Self::GetTooltipText() const
{
return NSLOCTEXT("K2Node", "GetSelfReference", "Gets a reference to this instance of the blueprint");
}
FString UK2Node_Self::GetKeywords() const
{
return TEXT("This");
}
FText UK2Node_Self::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
FText NodeTitle = NSLOCTEXT("K2Node", "SelfReferenceName", "Self-Reference");
if (TitleType == ENodeTitleType::MenuTitle)
{
NodeTitle = LOCTEXT("ListTitle", "Get a reference to self");
}
return NodeTitle;
}
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 = 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);
}
}
void UK2Node_Self::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_Self::GetMenuCategory() const
{
return FEditorCategoryUtils::GetCommonCategory(FCommonEditorCategory::Variables);
}
#undef LOCTEXT_NAMESPACE