// Copyright Epic Games, Inc. All Rights Reserved. #include "K2Node_SetForEach.h" #include "BlueprintActionDatabaseRegistrar.h" #include "BlueprintNodeSpawner.h" #include "K2Node_AssignmentStatement.h" #include "K2Node_CallFunction.h" #include "K2Node_ExecutionSequence.h" #include "K2Node_IfThenElse.h" #include "K2Node_TemporaryVariable.h" #include "KismetCompiler.h" #include "Kismet/BlueprintSetLibrary.h" #include "Kismet/KismetMathLibrary.h" #include "Kismet2/BlueprintEditorUtils.h" #include "Kismet2/WildcardNodeUtils.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(K2Node_SetForEach) #define LOCTEXT_NAMESPACE "K2Node_SetForEach" const FName UK2Node_SetForEach::SetPinName(TEXT("SetPin")); const FName UK2Node_SetForEach::BreakPinName(TEXT("BreakPin")); const FName UK2Node_SetForEach::ValuePinName(TEXT("ValuePin")); const FName UK2Node_SetForEach::CompletedPinName(TEXT("CompletedPin")); UK2Node_SetForEach::UK2Node_SetForEach() { ValueName = LOCTEXT("ValuePin_FriendlyName", "Set Value").ToString(); } UEdGraphPin* UK2Node_SetForEach::GetSetPin() const { return FindPinChecked(SetPinName); } UEdGraphPin* UK2Node_SetForEach::GetBreakPin() const { return FindPinChecked(BreakPinName); } UEdGraphPin* UK2Node_SetForEach::GetForEachPin() const { return FindPinChecked(UEdGraphSchema_K2::PN_Then); } UEdGraphPin* UK2Node_SetForEach::GetValuePin() const { return FindPinChecked(ValuePinName); } UEdGraphPin* UK2Node_SetForEach::GetCompletedPin() const { return FindPinChecked(CompletedPinName); } void UK2Node_SetForEach::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const { // Actions are 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 to keep from needlessly instantiating a UBlueprintNodeSpawner. // Additionally, if the node type disappears, then the action should go with it. UClass* ActionKey = GetClass(); if (ActionRegistrar.IsOpenForRegistration(ActionKey)) { UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(ActionKey); check(NodeSpawner != nullptr); ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner); } } FText UK2Node_SetForEach::GetMenuCategory() const { return LOCTEXT("NodeMenu", "Utilities|Set"); } void UK2Node_SetForEach::PostReconstructNode() { Super::PostReconstructNode(); RefreshWildcardPins(); } void UK2Node_SetForEach::AllocateDefaultPins() { Super::AllocateDefaultPins(); CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_Execute); UEdGraphNode::FCreatePinParams PinParams; PinParams.ContainerType = EPinContainerType::Set; PinParams.ValueTerminalType.TerminalCategory = UEdGraphSchema_K2::PC_Wildcard; UEdGraphPin* SetPin = CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Wildcard, SetPinName, PinParams); SetPin->PinType.bIsConst = true; SetPin->PinType.bIsReference = true; SetPin->PinFriendlyName = LOCTEXT("SetPin_FriendlyName", "Set"); UEdGraphPin* BreakPin = CreatePin(EGPD_Input, UEdGraphSchema_K2::PC_Exec, BreakPinName); BreakPin->PinFriendlyName = LOCTEXT("BreakPin_FriendlyName", "Break"); BreakPin->bAdvancedView = true; UEdGraphPin* ForEachPin = CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, UEdGraphSchema_K2::PN_Then); ForEachPin->PinFriendlyName = LOCTEXT("ForEachPin_FriendlyName", "Loop Body"); UEdGraphPin* ValuePin = CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Wildcard, ValuePinName); ValuePin->PinFriendlyName = FText::FromString(ValueName); UEdGraphPin* CompletedPin = CreatePin(EGPD_Output, UEdGraphSchema_K2::PC_Exec, CompletedPinName); CompletedPin->PinFriendlyName = LOCTEXT("CompletedPin_FriendlyName", "Completed"); CompletedPin->PinToolTip = LOCTEXT("CompletedPin_Tooltip", "Execution once all set elements have been visited").ToString(); if (AdvancedPinDisplay == ENodeAdvancedPins::NoPins) { AdvancedPinDisplay = ENodeAdvancedPins::Hidden; } } void UK2Node_SetForEach::ExpandNode(FKismetCompilerContext& CompilerContext, UEdGraph* SourceGraph) { Super::ExpandNode(CompilerContext, SourceGraph); if (CheckForErrors(CompilerContext)) { // Remove all the links to this node as they are no longer needed BreakAllNodeLinks(); return; } const UEdGraphSchema_K2* K2Schema = CastChecked(GetSchema()); /////////////////////////////////////////////////////////////////////////////////// // Cache off versions of all our important pins UEdGraphPin* ForEach_Exec = GetExecPin(); UEdGraphPin* ForEach_Set = GetSetPin(); UEdGraphPin* ForEach_Break = GetBreakPin(); UEdGraphPin* ForEach_ForEach = GetForEachPin(); UEdGraphPin* ForEach_Value = GetValuePin(); UEdGraphPin* ForEach_Completed = GetCompletedPin(); /////////////////////////////////////////////////////////////////////////////////// // Create a loop counter variable UK2Node_TemporaryVariable* CreateTemporaryVariable = CompilerContext.SpawnIntermediateNode(this, SourceGraph); CreateTemporaryVariable->VariableType.PinCategory = UEdGraphSchema_K2::PC_Int; CreateTemporaryVariable->AllocateDefaultPins(); UEdGraphPin* Temp_Variable = CreateTemporaryVariable->GetVariablePin(); /////////////////////////////////////////////////////////////////////////////////// // Initialize the temporary to 0 UK2Node_AssignmentStatement* InitTemporaryVariable = CompilerContext.SpawnIntermediateNode(this, SourceGraph); InitTemporaryVariable->AllocateDefaultPins(); UEdGraphPin* Init_Exec = InitTemporaryVariable->GetExecPin(); UEdGraphPin* Init_Variable = InitTemporaryVariable->GetVariablePin(); UEdGraphPin* Init_Value = InitTemporaryVariable->GetValuePin(); UEdGraphPin* Init_Then = InitTemporaryVariable->GetThenPin(); CompilerContext.MovePinLinksToIntermediate(*ForEach_Exec, *Init_Exec); K2Schema->TryCreateConnection(Init_Variable, Temp_Variable); Init_Value->DefaultValue = TEXT("0"); /////////////////////////////////////////////////////////////////////////////////// // Branch on comparing the loop index with the size of the set UK2Node_IfThenElse* BranchOnIndex = CompilerContext.SpawnIntermediateNode(this, SourceGraph); BranchOnIndex->AllocateDefaultPins(); UEdGraphPin* Branch_Exec = BranchOnIndex->GetExecPin(); UEdGraphPin* Branch_Input = BranchOnIndex->GetConditionPin(); UEdGraphPin* Branch_Then = BranchOnIndex->GetThenPin(); UEdGraphPin* Branch_Else = BranchOnIndex->GetElsePin(); Init_Then->MakeLinkTo(Branch_Exec); CompilerContext.MovePinLinksToIntermediate(*ForEach_Completed, *Branch_Else); UK2Node_CallFunction* CompareLessThan = CompilerContext.SpawnIntermediateNode(this, SourceGraph); CompareLessThan->FunctionReference.SetExternalMember( GET_FUNCTION_NAME_CHECKED(UKismetMathLibrary, Less_IntInt), UKismetMathLibrary::StaticClass()); CompareLessThan->AllocateDefaultPins(); UEdGraphPin* Compare_A = CompareLessThan->FindPinChecked(TEXT("A")); UEdGraphPin* Compare_B = CompareLessThan->FindPinChecked(TEXT("B")); UEdGraphPin* Compare_Return = CompareLessThan->GetReturnValuePin(); Branch_Input->MakeLinkTo(Compare_Return); Temp_Variable->MakeLinkTo(Compare_A); UK2Node_CallFunction* GetSetLength = CompilerContext.SpawnIntermediateNode(this, SourceGraph); GetSetLength->FunctionReference.SetExternalMember(GET_FUNCTION_NAME_CHECKED(UBlueprintSetLibrary, Set_Length), UBlueprintSetLibrary::StaticClass()); GetSetLength->AllocateDefaultPins(); UEdGraphPin* SetLength_Set = GetSetLength->FindPinChecked(TEXT("TargetSet")); UEdGraphPin* SetLength_Return = GetSetLength->GetReturnValuePin(); // Coerce the wildcard pin types SetLength_Set->PinType = ForEach_Set->PinType; Compare_B->MakeLinkTo(SetLength_Return); CompilerContext.CopyPinLinksToIntermediate(*ForEach_Set, *SetLength_Set); /////////////////////////////////////////////////////////////////////////////////// // Sequence the loop body and incrementing the loop counter UK2Node_ExecutionSequence* LoopSequence = CompilerContext.SpawnIntermediateNode(this, SourceGraph); LoopSequence->AllocateDefaultPins(); UEdGraphPin* Sequence_Exec = LoopSequence->GetExecPin(); UEdGraphPin* Sequence_One = LoopSequence->GetThenPinGivenIndex(0); UEdGraphPin* Sequence_Two = LoopSequence->GetThenPinGivenIndex(1); Branch_Then->MakeLinkTo(Sequence_Exec); CompilerContext.MovePinLinksToIntermediate(*ForEach_ForEach, *Sequence_One); UK2Node_CallFunction* GetSetElement = CompilerContext.SpawnIntermediateNode(this, SourceGraph); GetSetElement->FunctionReference.SetExternalMember(GET_FUNCTION_NAME_CHECKED(UBlueprintSetLibrary, Set_GetItemByIndex), UBlueprintSetLibrary::StaticClass()); GetSetElement->AllocateDefaultPins(); UEdGraphPin* GetElement_Set = GetSetElement->FindPinChecked(TEXT("TargetSet")); UEdGraphPin* GetElement_Index = GetSetElement->FindPinChecked(TEXT("Index")); UEdGraphPin* GetElement_Value = GetSetElement->FindPinChecked(TEXT("Item")); // Coerce the wildcard pin types GetElement_Set->PinType = ForEach_Set->PinType; GetElement_Value->PinType = ForEach_Value->PinType; CompilerContext.CopyPinLinksToIntermediate(*ForEach_Set, *GetElement_Set); GetElement_Index->MakeLinkTo(Temp_Variable); CompilerContext.MovePinLinksToIntermediate(*ForEach_Value, *GetElement_Value); /////////////////////////////////////////////////////////////////////////////////// // Increment the loop counter by one const auto IncrementVariable = CompilerContext.SpawnIntermediateNode(this, SourceGraph); IncrementVariable->AllocateDefaultPins(); UEdGraphPin* Inc_Exec = IncrementVariable->GetExecPin(); UEdGraphPin* Inc_Variable = IncrementVariable->GetVariablePin(); UEdGraphPin* Inc_Value = IncrementVariable->GetValuePin(); UEdGraphPin* Inc_Then = IncrementVariable->GetThenPin(); Sequence_Two->MakeLinkTo(Inc_Exec); Branch_Exec->MakeLinkTo(Inc_Then); K2Schema->TryCreateConnection(Temp_Variable, Inc_Variable); UK2Node_CallFunction* AddOne = CompilerContext.SpawnIntermediateNode(this, SourceGraph); AddOne->FunctionReference.SetExternalMember(GET_FUNCTION_NAME_CHECKED(UKismetMathLibrary, Add_IntInt), UKismetMathLibrary::StaticClass()); AddOne->AllocateDefaultPins(); UEdGraphPin* Add_A = AddOne->FindPinChecked(TEXT("A")); UEdGraphPin* Add_B = AddOne->FindPinChecked(TEXT("B")); UEdGraphPin* Add_Return = AddOne->GetReturnValuePin(); Temp_Variable->MakeLinkTo(Add_A); Add_B->DefaultValue = TEXT("1"); Add_Return->MakeLinkTo(Inc_Value); /////////////////////////////////////////////////////////////////////////////////// // Create a sequence from the break exec that will set the loop counter to the last array index. // The loop will then increment the counter and terminate on the next run of SequenceTwo. UK2Node_AssignmentStatement* SetVariable = CompilerContext.SpawnIntermediateNode(this, SourceGraph); SetVariable->AllocateDefaultPins(); UEdGraphPin* Set_Exec = SetVariable->GetExecPin(); UEdGraphPin* Set_Variable = SetVariable->GetVariablePin(); UEdGraphPin* Set_Value = SetVariable->GetValuePin(); CompilerContext.MovePinLinksToIntermediate(*ForEach_Break, *Set_Exec); K2Schema->TryCreateConnection(Temp_Variable, Set_Variable); UK2Node_CallFunction* GetSetLastIndex = CompilerContext.SpawnIntermediateNode(this, SourceGraph); GetSetLastIndex->FunctionReference.SetExternalMember(GET_FUNCTION_NAME_CHECKED(UBlueprintSetLibrary, Set_GetLastIndex), UBlueprintSetLibrary::StaticClass()); GetSetLastIndex->AllocateDefaultPins(); UEdGraphPin* GetIndex_Set = GetSetLastIndex->FindPinChecked(TEXT("TargetSet")); UEdGraphPin* GetIndex_Return = GetSetLastIndex->GetReturnValuePin(); // Coerce the wildcard pin types GetIndex_Set->PinType = ForEach_Set->PinType; CompilerContext.CopyPinLinksToIntermediate(*ForEach_Set, *GetIndex_Set); GetIndex_Return->MakeLinkTo(Set_Value); BreakAllNodeLinks(); } FText UK2Node_SetForEach::GetNodeTitle(ENodeTitleType::Type TitleType) const { return LOCTEXT("NodeTitle", "For Each Loop (Set)"); } FText UK2Node_SetForEach::GetTooltipText() const { return LOCTEXT("NodeToolTip", "Loop over each element of a Set"); } FSlateIcon UK2Node_SetForEach::GetIconAndTint(FLinearColor& OutColor) const { return FSlateIcon("EditorStyle", "GraphEditor.Macro.ForEach_16x"); } void UK2Node_SetForEach::NotifyPinConnectionListChanged(UEdGraphPin* Pin) { Super::NotifyPinConnectionListChanged(Pin); check(Pin); if (Pin->PinName == SetPinName) { RefreshWildcardPins(); } } void UK2Node_SetForEach::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) { Super::PostEditChangeProperty(PropertyChangedEvent); bool bRefresh = false; if (PropertyChangedEvent.GetPropertyName() == GET_MEMBER_NAME_CHECKED(UK2Node_SetForEach, ValueName)) { GetValuePin()->PinFriendlyName = FText::FromString(ValueName); bRefresh = true; } if (bRefresh) { // Poke the graph to update the visuals based on the above changes GetGraph()->NotifyGraphChanged(); FBlueprintEditorUtils::MarkBlueprintAsModified(GetBlueprint()); } } bool UK2Node_SetForEach::CheckForErrors(const FKismetCompilerContext& CompilerContext) { bool bError = false; if (GetSetPin()->LinkedTo.Num() == 0) { CompilerContext.MessageLog.Error(*LOCTEXT("MissingSet_Error", "For Each (Set) node @@ must have a Set to iterate." ).ToString(), this); bError = true; } return bError; } void UK2Node_SetForEach::RefreshWildcardPins() { UEdGraphPin* SetPin = GetSetPin(); check(SetPin); UEdGraphPin* ValuePin = GetValuePin(); check(ValuePin); const bool bIsWildcardPin = FWildcardNodeUtils::IsWildcardPin(SetPin); if (bIsWildcardPin && SetPin->LinkedTo.Num() > 0) { if (const UEdGraphPin* InferrablePin = FWildcardNodeUtils::FindInferrableLinkedPin(SetPin)) { FWildcardNodeUtils::InferType(SetPin, InferrablePin->PinType); // In some contexts, the value pin may not be in a wildcard state (eg: paste operation). // We'll just leave the pin with its current type and let the compiler catch any issues (if any). // This also helps ensure that we don't jostle any pins that are in a split state. if (FWildcardNodeUtils::IsWildcardPin(ValuePin)) { FWildcardNodeUtils::InferType(ValuePin, InferrablePin->PinType); } } } // If no pins are connected, then we need to reset the dependent pins back to the original wildcard state. if (SetPin->LinkedTo.Num() == 0) { FWildcardNodeUtils::ResetToWildcard(SetPin); FWildcardNodeUtils::ResetToWildcard(ValuePin); } } #undef LOCTEXT_NAMESPACE