void UK2Node_CommutativeAssociativeBinaryOperator::ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	Super::ExpandNode(CompilerContext, SourceGraph);

	if (NumAdditionalInputs > 0)
	{
		const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();

		UEdGraphPin* LastOutPin = NULL;
		const UFunction* const Function = GetTargetFunction();

		const UEdGraphPin* SrcOutPin = FindOutPin();
		const UEdGraphPin* SrcSelfPin = FindSelfPin();
		UEdGraphPin* SrcFirstInput = GetInputPin(0);
		check(SrcFirstInput);

		for(int32 PinIndex = 0; PinIndex < Pins.Num(); PinIndex++)
		{
			UEdGraphPin* CurrentPin = Pins[PinIndex];
			if( (CurrentPin == SrcFirstInput) || (CurrentPin == SrcOutPin) || (SrcSelfPin == CurrentPin) )
			{
				continue;
			}

			UK2Node_CommutativeAssociativeBinaryOperator* NewOperator = SourceGraph->CreateBlankNode<UK2Node_CommutativeAssociativeBinaryOperator>();
			NewOperator->SetFromFunction(Function);
			NewOperator->AllocateDefaultPins();
			CompilerContext.MessageLog.NotifyIntermediateObjectCreation(NewOperator, this);

			UEdGraphPin* NewOperatorInputA = NewOperator->GetInputPin(0);
			check(NewOperatorInputA);
			if(LastOutPin)
			{
				Schema->TryCreateConnection(LastOutPin, NewOperatorInputA);
			}
			else
			{
				// handle first created node (SrcFirstInput is skipped, and has no own node).
				CompilerContext.MovePinLinksToIntermediate(*SrcFirstInput, *NewOperatorInputA);
			}

			UEdGraphPin* NewOperatorInputB = NewOperator->GetInputPin(1);
			check(NewOperatorInputB);
			CompilerContext.MovePinLinksToIntermediate(*CurrentPin, *NewOperatorInputB);

			LastOutPin = NewOperator->FindOutPin();
			check(LastOutPin);
		}

		UEdGraphPin* TrueOutPin = FindOutPin();
		check(TrueOutPin);
		CompilerContext.MovePinLinksToIntermediate(*TrueOutPin, *LastOutPin);

		BreakAllNodeLinks();
	}
}
コード例 #2
0
ファイル: K2Node_Timeline.cpp プロジェクト: Codermay/Unreal4
void UK2Node_Timeline::ExpandForPin(UEdGraphPin* TimelinePin, const FName PropertyName, FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	if (TimelinePin && TimelinePin->LinkedTo.Num() > 0)
	{
		UK2Node_VariableGet* GetVarNode = CompilerContext.SpawnIntermediateNode<UK2Node_VariableGet>(this, SourceGraph);
		GetVarNode->VariableReference.SetSelfMember(PropertyName);
		GetVarNode->AllocateDefaultPins();
		UEdGraphPin* ValuePin = GetVarNode->GetValuePin();
		if (NULL != ValuePin)
		{
			CompilerContext.MovePinLinksToIntermediate(*TimelinePin, *ValuePin);
		}
		else
		{
			CompilerContext.MessageLog.Error(*LOCTEXT("ExpandForPin_Error", "ExpandForPin error, no property found for @@").ToString(), TimelinePin);
		}
	}
}
コード例 #3
0
ファイル: K2Node_InputKey.cpp プロジェクト: Codermay/Unreal4
void UK2Node_InputKey::CreateInputKeyEvent(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph, UEdGraphPin* InputKeyPin, const EInputEvent KeyEvent)
{
	if (InputKeyPin->LinkedTo.Num() > 0)
	{
		UK2Node_InputKeyEvent* InputKeyEvent = CompilerContext.SpawnIntermediateNode<UK2Node_InputKeyEvent>(this, SourceGraph);
		const FName ModifierName = GetModifierName();
		if ( ModifierName != NAME_None )
		{
			InputKeyEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpActEvt_%s_%s_%s"), *ModifierName.ToString(), *InputKey.ToString(), *InputKeyEvent->GetName()));
		}
		else
		{
			InputKeyEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpActEvt_%s_%s"), *InputKey.ToString(), *InputKeyEvent->GetName()));
		}
		InputKeyEvent->InputChord.Key = InputKey;
		InputKeyEvent->InputChord.bCtrl = bControl;
		InputKeyEvent->InputChord.bAlt = bAlt;
		InputKeyEvent->InputChord.bShift = bShift;
		InputKeyEvent->InputChord.bCmd = bCommand;
		InputKeyEvent->bConsumeInput = bConsumeInput;
		InputKeyEvent->bExecuteWhenPaused = bExecuteWhenPaused;
		InputKeyEvent->bOverrideParentBinding = bOverrideParentBinding;
		InputKeyEvent->InputKeyEvent = KeyEvent;
		InputKeyEvent->EventReference.SetExternalDelegateMember(FName(TEXT("InputActionHandlerDynamicSignature__DelegateSignature")));
		InputKeyEvent->bInternalEvent = true;
		InputKeyEvent->AllocateDefaultPins();

		// Move any exec links from the InputActionNode pin to the InputActionEvent node
		UEdGraphPin* EventOutput = CompilerContext.GetSchema()->FindExecutionPin(*InputKeyEvent, EGPD_Output);

		if(EventOutput != NULL)
		{
			CompilerContext.MovePinLinksToIntermediate(*InputKeyPin, *EventOutput);
		}
	}
}
コード例 #4
0
void UK2Node_InputAction::ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph)
{
	Super::ExpandNode(CompilerContext, SourceGraph);

	UEdGraphPin* InputActionPressedPin = GetPressedPin();
	UEdGraphPin* InputActionReleasedPin = GetReleasedPin();
		
	struct EventPinData
	{
		EventPinData(UEdGraphPin* InPin,TEnumAsByte<EInputEvent> InEvent ){	Pin=InPin;EventType=InEvent;};
		UEdGraphPin* Pin;
		TEnumAsByte<EInputEvent> EventType;
	};

	TArray<EventPinData> ActivePins;
	if(( InputActionPressedPin != nullptr ) && (InputActionPressedPin->LinkedTo.Num() > 0 ))
	{
		ActivePins.Add(EventPinData(InputActionPressedPin,IE_Pressed));
	}
	if((InputActionReleasedPin != nullptr) && (InputActionReleasedPin->LinkedTo.Num() > 0 ))
	{
		ActivePins.Add(EventPinData(InputActionReleasedPin,IE_Released));
	}
	
	const UEdGraphSchema_K2* Schema = CompilerContext.GetSchema();

	// If more than one is linked we have to do more complicated behaviors
	if( ActivePins.Num() > 1 )
	{
		// Create a temporary variable to copy Key in to
		static UScriptStruct* KeyStruct = FKey::StaticStruct();
		UK2Node_TemporaryVariable* ActionKeyVar = CompilerContext.SpawnIntermediateNode<UK2Node_TemporaryVariable>(this, SourceGraph);
		ActionKeyVar->VariableType.PinCategory = Schema->PC_Struct;
		ActionKeyVar->VariableType.PinSubCategoryObject = KeyStruct;
		ActionKeyVar->AllocateDefaultPins();

		for (auto PinIt = ActivePins.CreateIterator(); PinIt; ++PinIt)
		{			
			UEdGraphPin *EachPin = (*PinIt).Pin;
			// Create the input touch event
			UK2Node_InputActionEvent* InputActionEvent = CompilerContext.SpawnIntermediateNode<UK2Node_InputActionEvent>(this, SourceGraph);
			InputActionEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpActEvt_%s_%s"), *InputActionName.ToString(), *InputActionEvent->GetName()));
			InputActionEvent->InputActionName = InputActionName;
			InputActionEvent->bConsumeInput = bConsumeInput;
			InputActionEvent->bExecuteWhenPaused = bExecuteWhenPaused;
			InputActionEvent->bOverrideParentBinding = bOverrideParentBinding;
			InputActionEvent->InputKeyEvent = (*PinIt).EventType;
			InputActionEvent->EventReference.SetExternalDelegateMember(FName(TEXT("InputActionHandlerDynamicSignature__DelegateSignature")));
			InputActionEvent->bInternalEvent = true;
			InputActionEvent->AllocateDefaultPins();

			// Create assignment nodes to assign the key
			UK2Node_AssignmentStatement* ActionKeyInitialize = CompilerContext.SpawnIntermediateNode<UK2Node_AssignmentStatement>(this, SourceGraph);
			ActionKeyInitialize->AllocateDefaultPins();
			Schema->TryCreateConnection(ActionKeyVar->GetVariablePin(), ActionKeyInitialize->GetVariablePin());
			Schema->TryCreateConnection(ActionKeyInitialize->GetValuePin(), InputActionEvent->FindPinChecked(TEXT("Key")));
			// Connect the events to the assign key nodes
			Schema->TryCreateConnection(Schema->FindExecutionPin(*InputActionEvent, EGPD_Output), ActionKeyInitialize->GetExecPin());

			// Move the original event connections to the then pin of the key assign
			CompilerContext.MovePinLinksToIntermediate(*EachPin, *ActionKeyInitialize->GetThenPin());
			
			// Move the original event variable connections to the intermediate nodes
			CompilerContext.MovePinLinksToIntermediate(*FindPin(TEXT("Key")), *ActionKeyVar->GetVariablePin());
		}	
	}
	else if( ActivePins.Num() == 1 )
	{
		UEdGraphPin* InputActionPin = ActivePins[0].Pin;
		EInputEvent InputEvent = ActivePins[0].EventType;
	
		if (InputActionPin->LinkedTo.Num() > 0)
		{
			UK2Node_InputActionEvent* InputActionEvent = CompilerContext.SpawnIntermediateNode<UK2Node_InputActionEvent>(this, SourceGraph);
			InputActionEvent->CustomFunctionName = FName( *FString::Printf(TEXT("InpActEvt_%s_%s"), *InputActionName.ToString(), *InputActionEvent->GetName()));
			InputActionEvent->InputActionName = InputActionName;
			InputActionEvent->bConsumeInput = bConsumeInput;
			InputActionEvent->bExecuteWhenPaused = bExecuteWhenPaused;
			InputActionEvent->bOverrideParentBinding = bOverrideParentBinding;
			InputActionEvent->InputKeyEvent = InputEvent;
			InputActionEvent->EventReference.SetExternalDelegateMember(FName(TEXT("InputActionHandlerDynamicSignature__DelegateSignature")));
			InputActionEvent->bInternalEvent = true;
			InputActionEvent->AllocateDefaultPins();

			CompilerContext.MovePinLinksToIntermediate(*InputActionPin, *Schema->FindExecutionPin(*InputActionEvent, EGPD_Output));
			CompilerContext.MovePinLinksToIntermediate(*FindPin(TEXT("Key")), *InputActionEvent->FindPin(TEXT("Key")));
		}
	}
}