Files
UnrealEngineUWP/Engine/Source/Editor/BlueprintGraph/Private/K2Node_MakeArray.cpp
Thomas Sarkanen 8ba3c4c087 Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4643671
#rb none
#jira none

[CL 4665410 by Thomas Sarkanen in Dev-Anim branch]
2018-12-17 06:31:16 -05:00

147 lines
4.2 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "K2Node_MakeArray.h"
#include "EdGraph/EdGraphPin.h"
#include "Engine/Blueprint.h"
#include "Framework/Commands/UIAction.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "EdGraphSchema_K2.h"
#include "EdGraph/EdGraphNodeUtils.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "ScopedTransaction.h"
#include "EdGraphUtilities.h"
#include "KismetCompiledFunctionContext.h"
#include "KismetCompilerMisc.h"
#include "BlueprintNodeSpawner.h"
#include "EditorCategoryUtils.h"
#include "BlueprintActionDatabaseRegistrar.h"
namespace MakeArrayLiterals
{
static const FName OutputPinName(TEXT("Array"));
};
#define LOCTEXT_NAMESPACE "MakeArrayNode"
/////////////////////////////////////////////////////
// FKCHandler_MakeArray
class FKCHandler_MakeArray : public FKCHandler_MakeContainer
{
public:
FKCHandler_MakeArray(FKismetCompilerContext& InCompilerContext)
: FKCHandler_MakeContainer(InCompilerContext)
{
CompiledStatementType = KCST_CreateArray;
}
};
/////////////////////////////////////////////////////
// UK2Node_MakeArray
UK2Node_MakeArray::UK2Node_MakeArray(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
ContainerType = EPinContainerType::Array;
}
FNodeHandlingFunctor* UK2Node_MakeArray::CreateNodeHandler(FKismetCompilerContext& CompilerContext) const
{
return new FKCHandler_MakeArray(CompilerContext);
}
FText UK2Node_MakeArray::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("NodeTitle", "Make Array");
}
FName UK2Node_MakeArray::GetOutputPinName() const
{
return MakeArrayLiterals::OutputPinName;
}
FText UK2Node_MakeArray::GetTooltipText() const
{
return LOCTEXT("MakeArrayTooltip", "Create an array from a series of items.");
}
FSlateIcon UK2Node_MakeArray::GetIconAndTint(FLinearColor& OutColor) const
{
static FSlateIcon Icon("EditorStyle", "GraphEditor.MakeArray_16x");
return Icon;
}
void UK2Node_MakeArray::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
{
Super::GetContextMenuActions(Context);
if (!Context.bIsDebugging)
{
Context.MenuBuilder->BeginSection("K2NodeMakeArray", NSLOCTEXT("K2Nodes", "MakeArrayHeader", "MakeArray"));
if (Context.Pin != NULL)
{
if (Context.Pin->Direction == EGPD_Input && Context.Pin->ParentPin == nullptr)
{
Context.MenuBuilder->AddMenuEntry(
LOCTEXT("RemovePin", "Remove array element pin"),
LOCTEXT("RemovePinTooltip", "Remove this array element pin"),
FSlateIcon(),
FUIAction(
FExecuteAction::CreateUObject(this, &UK2Node_MakeArray::RemoveInputPin, const_cast<UEdGraphPin*>(Context.Pin))
)
);
}
}
else
{
Context.MenuBuilder->AddMenuEntry(
LOCTEXT("AddPin", "Add array element pin"),
LOCTEXT("AddPinTooltip", "Add another array element pin"),
FSlateIcon(),
FUIAction(
FExecuteAction::CreateUObject(this, &UK2Node_MakeArray::InteractiveAddInputPin)
)
);
}
Context.MenuBuilder->AddMenuEntry(
LOCTEXT("ResetToWildcard", "Reset to wildcard"),
LOCTEXT("ResetToWildcardTooltip", "Reset the node to have wildcard input/outputs. Requires no pins are connected."),
FSlateIcon(),
FUIAction(
FExecuteAction::CreateUObject(this, &UK2Node_MakeArray::ClearPinTypeToWildcard),
FCanExecuteAction::CreateUObject(this, &UK2Node_MakeArray::CanResetToWildcard)
)
);
Context.MenuBuilder->EndSection();
}
}
void UK2Node_MakeArray::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
{
Super::ValidateNodeDuringCompilation(MessageLog);
const UEdGraphSchema_K2* Schema = Cast<const UEdGraphSchema_K2>(GetSchema());
UEdGraphPin* OutputPin = GetOutputPin();
if (!ensure(Schema) || !ensure(OutputPin) || Schema->IsExecPin(*OutputPin))
{
MessageLog.Error(*NSLOCTEXT("K2Node", "MakeArray_OutputIsExec", "Unacceptable array type in @@").ToString(), this);
}
}
FText UK2Node_MakeArray::GetMenuCategory() const
{
static FNodeTextCache CachedCategory;
if (CachedCategory.IsOutOfDate(this))
{
// FText::Format() is slow, so we cache this to save on performance
CachedCategory.SetCachedText(FEditorCategoryUtils::BuildCategoryString(FCommonEditorCategory::Utilities, LOCTEXT("ActionMenuCategory", "Array")), this);
}
return CachedCategory;
}
#undef LOCTEXT_NAMESPACE