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UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_VariableSet.cpp

346 lines
12 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "BlueprintGraphPrivatePCH.h"
#include "KismetCompiler.h"
#include "VariableSetHandler.h"
#define LOCTEXT_NAMESPACE "K2Node_VariableSet"
namespace K2Node_VariableSetImpl
{
/**
* Shared utility method for retrieving a UK2Node_VariableSet's bare tooltip.
*
* @param VarName The name of the variable that the node represents.
* @return A formatted text string, describing what the VariableSet node does.
*/
static FText GetBaseTooltip(FName VarName);
/**
* Returns true if the specified variable RepNotify AND is defined in a
* blueprint. Most (all?) native rep notifies are intended to be client
* only. We are moving away from this paradigm in blueprints. So for now
* this is somewhat of a hold over to avoid nasty bugs where a K2 set node
* is calling a native function that the designer has no idea what it is
* doing.
*
* @param VariableProperty The variable property you wish to check.
* @return True if the specified variable RepNotify AND is defined in a blueprint.
*/
static bool PropertyHasLocalRepNotify(UProperty const* VariableProperty);
}
static FText K2Node_VariableSetImpl::GetBaseTooltip(FName VarName)
{
FFormatNamedArguments Args;
Args.Add(TEXT("VarName"), FText::FromName(VarName));
return FText::Format(LOCTEXT("SetVariableTooltip", "Set the value of variable {VarName}"), Args);
}
static bool K2Node_VariableSetImpl::PropertyHasLocalRepNotify(UProperty const* VariableProperty)
{
if (VariableProperty != nullptr)
{
// We check that the variable is 'defined in a blueprint' so as to avoid
// natively defined RepNotifies being called unintentionally. Most(all?)
// native rep notifies are intended to be client only. We are moving
// away from this paradigm in blueprints. So for now this is somewhat of
// a hold over to avoid nasty bugs where a K2 set node is calling a
// native function that the designer has no idea what it is doing.
UBlueprintGeneratedClass* VariableSourceClass = Cast<UBlueprintGeneratedClass>(VariableProperty->GetOwnerClass());
bool const bIsBlueprintProperty = (VariableSourceClass != nullptr);
if (bIsBlueprintProperty && (VariableProperty->RepNotifyFunc != NAME_None))
{
// Find function (ok if its defined in native class)
UFunction* Function = VariableSourceClass->FindFunctionByName(VariableProperty->RepNotifyFunc);
// If valid repnotify func
if ((Function != nullptr) && (Function->NumParms == 0) && (Function->GetReturnProperty() == nullptr))
{
return true;
}
}
}
return false;
}
UK2Node_VariableSet::UK2Node_VariableSet(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
void UK2Node_VariableSet::AllocateDefaultPins()
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
CreatePin(EGPD_Input, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Execute);
CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Then);
if (GetVarName() != NAME_None)
{
if(CreatePinForVariable(EGPD_Input))
{
CreatePinForSelf();
}
}
Super::AllocateDefaultPins();
}
void UK2Node_VariableSet::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins)
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
CreatePin(EGPD_Input, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Execute);
CreatePin(EGPD_Output, K2Schema->PC_Exec, TEXT(""), NULL, false, false, K2Schema->PN_Then);
if (GetVarName() != NAME_None)
{
if(!CreatePinForVariable(EGPD_Input))
{
if(!RecreatePinForVariable(EGPD_Input, OldPins))
{
return;
}
}
CreatePinForSelf();
}
}
FText UK2Node_VariableSet::GetPropertyTooltip(UProperty const* VariableProperty)
{
FText TextFormat;
FFormatNamedArguments Args;
bool const bHasLocalRepNotify = K2Node_VariableSetImpl::PropertyHasLocalRepNotify(VariableProperty);
if (bHasLocalRepNotify)
{
Args.Add(TEXT("ReplicationNotifyName"), FText::FromName(VariableProperty->RepNotifyFunc));
TextFormat = LOCTEXT("SetVariableWithRepNotify_Tooltip", "Set the value of variable {VarName} and call {ReplicationNotifyName}");
}
FName VarName = NAME_None;
if (VariableProperty != nullptr)
{
VarName = VariableProperty->GetFName();
UClass* SourceClass = VariableProperty->GetOwnerClass();
// discover if the variable property is a non blueprint user variable
bool const bIsNativeVariable = (SourceClass != nullptr) && (SourceClass->ClassGeneratedBy == nullptr);
FName const TooltipMetaKey(TEXT("tooltip"));
FText SubTooltip;
if (bIsNativeVariable)
{
FText const PropertyTooltip = VariableProperty->GetToolTipText();
if (!PropertyTooltip.IsEmpty())
{
// See if the native property has a tooltip
SubTooltip = PropertyTooltip;
FString TooltipName = FString::Printf(TEXT("%s.%s"), *VarName.ToString(), *TooltipMetaKey.ToString());
FText::FindText(*VariableProperty->GetFullGroupName(true), *TooltipName, SubTooltip);
}
}
else if (UBlueprint* VarBlueprint = Cast<UBlueprint>(SourceClass->ClassGeneratedBy))
{
FString UserTooltipData;
if (FBlueprintEditorUtils::GetBlueprintVariableMetaData(VarBlueprint, VarName, /*InLocalVarScope =*/nullptr, TooltipMetaKey, UserTooltipData))
{
SubTooltip = FText::FromString(UserTooltipData);
}
}
if (!SubTooltip.IsEmpty())
{
Args.Add(TEXT("PropertyTooltip"), SubTooltip);
if (bHasLocalRepNotify)
{
TextFormat = LOCTEXT("SetVariablePropertyWithRepNotify_Tooltip", "Set the value of variable {VarName} and call {ReplicationNotifyName}\n{PropertyTooltip}");
}
else
{
TextFormat = LOCTEXT("SetVariableProperty_Tooltip", "Set the value of variable {VarName}\n{PropertyTooltip}");
}
}
}
if (TextFormat.IsEmpty())
{
return K2Node_VariableSetImpl::GetBaseTooltip(VarName);
}
else
{
Args.Add(TEXT("VarName"), FText::FromName(VarName));
return FText::Format(TextFormat, Args);
}
}
FText UK2Node_VariableSet::GetBlueprintVarTooltip(FBPVariableDescription const& VarDesc)
{
FName const TooltipMetaKey(TEXT("tooltip"));
int32 const MetaIndex = VarDesc.FindMetaDataEntryIndexForKey(TooltipMetaKey);
bool const bHasTooltipData = (MetaIndex != INDEX_NONE);
if (bHasTooltipData)
{
FString UserTooltipData = VarDesc.GetMetaData(TooltipMetaKey);
FFormatNamedArguments Args;
Args.Add(TEXT("VarName"), FText::FromName(VarDesc.VarName));
Args.Add(TEXT("UserTooltip"), FText::FromString(UserTooltipData));
return FText::Format(LOCTEXT("SetVariableProperty_Tooltip", "Set the value of variable {VarName}\n{UserTooltip}"), Args);
}
return K2Node_VariableSetImpl::GetBaseTooltip(VarDesc.VarName);
}
FText UK2Node_VariableSet::GetTooltipText() const
{
// @TODO: The variable name mutates as the user makes changes to the
// underlying property, so until we can catch all those cases, we're
// going to leave this optimization off
//if (CachedTooltip.IsOutOfDate())
{
if (UProperty* Property = GetPropertyForVariable())
{
CachedTooltip = GetPropertyTooltip(Property);
}
else if (FBPVariableDescription const* VarDesc = GetBlueprintVarDescription())
{
CachedTooltip = GetBlueprintVarTooltip(*VarDesc);
}
else
{
CachedTooltip = K2Node_VariableSetImpl::GetBaseTooltip(GetVarName());
}
}
return CachedTooltip;
FFormatNamedArguments Args;
Args.Add( TEXT( "VarName" ), FText::FromString( GetVarNameString() ));
Args.Add( TEXT( "ReplicationCall" ), FText::GetEmpty());
Args.Add( TEXT( "ReplicationNotifyName" ), FText::GetEmpty());
Args.Add( TEXT( "TextPartition" ), FText::GetEmpty());
Args.Add( TEXT( "MetaData" ), FText::GetEmpty());
if( HasLocalRepNotify() )
{
Args.Add( TEXT( "ReplicationCall" ), NSLOCTEXT( "K2Node", "VariableSet_ReplicationCall", " and call " ));
Args.Add( TEXT( "ReplicationNotifyName" ), FText::FromString( GetRepNotifyName().ToString() ));
}
if( UProperty* Property = GetPropertyForVariable() )
{
// discover if the variable property is a non blueprint user variable
UClass* SourceClass = Property->GetOwnerClass();
if( SourceClass && SourceClass->ClassGeneratedBy == NULL )
{
const FString MetaData = Property->GetToolTipText().ToString();
if( !MetaData.IsEmpty() )
{
// See if the property associated with this editor has a tooltip
FText PropertyMetaData = FText::FromString( *MetaData );
FString TooltipName = FString::Printf( TEXT("%s.tooltip"), *(Property->GetName()));
FText::FindText( *(Property->GetFullGroupName(true)), *TooltipName, PropertyMetaData );
Args.Add( TEXT( "TextPartition" ), FText::FromString( "\n" ));
Args.Add( TEXT( "MetaData" ), PropertyMetaData );
}
}
}
// FText::Format() is slow, so we cache this to save on performance
CachedTooltip = FText::Format(NSLOCTEXT("K2Node", "SetValueOfVariable", "Set the value of variable {VarName}{ReplicationCall}{ReplicationNotifyName}{TextPartition}{MetaData}"), Args);
return CachedTooltip;
}
FText UK2Node_VariableSet::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
const UEdGraphSchema_K2* K2Schema = GetDefault<UEdGraphSchema_K2>();
// If there is only one variable being written (one non-meta input pin), the title can be made the variable name
FString InputPinName;
int32 NumInputsFound = 0;
for (int32 PinIndex = 0; PinIndex < Pins.Num(); ++PinIndex)
{
UEdGraphPin* Pin = Pins[PinIndex];
if ((Pin->Direction == EGPD_Input) && (!K2Schema->IsMetaPin(*Pin)))
{
++NumInputsFound;
InputPinName = Pin->PinName;
}
}
if (NumInputsFound != 1)
{
return HasLocalRepNotify() ? NSLOCTEXT("K2Node", "SetWithNotify", "Set with Notify") : NSLOCTEXT("K2Node", "Set", "Set");
}
// @TODO: The variable name mutates as the user makes changes to the
// underlying property, so until we can catch all those cases, we're
// going to leave this optimization off
else //if (CachedNodeTitle.IsOutOfDate())
{
FFormatNamedArguments Args;
Args.Add(TEXT("PinName"), FText::FromString(InputPinName));
// FText::Format() is slow, so we cache this to save on performance
if (HasLocalRepNotify())
{
CachedNodeTitle = FText::Format(NSLOCTEXT("K2Node", "SetWithNotifyPinName", "Set with Notify {PinName}"), Args);
}
else
{
CachedNodeTitle = FText::Format(NSLOCTEXT("K2Node", "SetPinName", "Set {PinName}"), Args);
}
}
return CachedNodeTitle;
}
/** Returns true if the variable we are setting has a RepNotify AND was defined in a blueprint
* The 'defined in a blueprint' is to avoid natively defined RepNotifies being called unintentionally.
* Most (all?) native rep notifies are intended to be client only. We are moving away from this paradigm in blueprints
* So for now this is somewhat of a hold over to avoid nasty bugs where a K2 set node is calling a native function that the
* designer has no idea what it is doing.
*/
bool UK2Node_VariableSet::HasLocalRepNotify() const
{
return K2Node_VariableSetImpl::PropertyHasLocalRepNotify(GetPropertyForVariable());
}
bool UK2Node_VariableSet::ShouldFlushDormancyOnSet() const
{
if (!GetVariableSourceClass()->IsChildOf(AActor::StaticClass()))
{
return false;
}
// Flush net dormancy before setting a replicated property
UProperty *Property = FindField<UProperty>(GetVariableSourceClass(), GetVarName());
return (Property != NULL && (Property->PropertyFlags & CPF_Net));
}
FName UK2Node_VariableSet::GetRepNotifyName() const
{
UProperty * Property = GetPropertyForVariable();
if (Property)
{
return Property->RepNotifyFunc;
}
return NAME_None;
}
FNodeHandlingFunctor* UK2Node_VariableSet::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
{
return new FKCHandler_VariableSet(CompilerContext);
}
#undef LOCTEXT_NAMESPACE