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