96 lines
2.5 KiB
C++
96 lines
2.5 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "WingServer.h"
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#include "WingBasics.h"
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#include "WingFetcher.h"
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#include "WingProperty.h"
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#include "WingUtils.h"
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#include "WingGraphActions.h"
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#include "WingGraphExport.h"
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#include "EdGraph/EdGraph.h"
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#include "GraphNode_Add.generated.h"
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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USTRUCT()
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struct FSpawnNodeEntry
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{
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GENERATED_BODY()
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UPROPERTY()
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FString Type;
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UPROPERTY()
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int32 PosX = 0;
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UPROPERTY()
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int32 PosY = 0;
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FWingGraphAction *Action;
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};
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UCLASS()
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class UWing_GraphNode_Add : public UWingHandler
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, meta=(Description="Target graph"))
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FString Graph;
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UPROPERTY(EditAnywhere, meta=(Description="Array of {Type, posX, posY} objects. Use GraphNode_SearchTypes to find types."))
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FWingJsonArray Nodes;
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virtual void Register() override
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{
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UWingServer::AddHandler(this,
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TEXT("Create nodes using the editor's action database. "
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"Use GraphNode_SearchTypes to find types."));
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}
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virtual void Handle() override
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{
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WingFetcher F(WingOut::Stdout);
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UEdGraph* TargetGraph = F.Walk(Graph).Cast<UEdGraph>();
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if (!TargetGraph) return;
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int32 SuccessCount = 0;
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int32 TotalCount = Nodes.Array.Num();
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FWingGraphActions GraphActions(TargetGraph);
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// Parse the json array, turning it into an array of spawn node entries.
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TArray<FSpawnNodeEntry> Entries;
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FSpawnNodeEntry Entry;
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TArray<FWingProperty> Props = FWingProperty::GetAll(nullptr, &Entry, FSpawnNodeEntry::StaticStruct(), true);
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for (const TSharedPtr<FJsonValue>& Elt : Nodes.Array)
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{
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if (!FWingProperty::PopulateFromJson(Props, *Elt, false, WingOut::Stdout)) return;
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TArray<FWingGraphAction*> Results = GraphActions.Search(Entry.Type, 2, true);
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if (!WingUtils::CheckExactlyOneNamed(Results.Num(), TEXT("node type"), Entry.Type, WingOut::Stdout)) return;
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Entry.Action = Results[0];
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Entries.Add(Entry);
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}
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// Execute all.
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for (const FSpawnNodeEntry &SpawnEntry : Entries)
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{
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UEdGraphNode* NewNode = SpawnEntry.Action->Execute(FVector2D(SpawnEntry.PosX, SpawnEntry.PosY));
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if (NewNode)
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{
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WingOut::Stdout.Printf(TEXT("Spawned: %s\n"), *SpawnEntry.Type);
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WingGraphExport Export(NewNode, false, true);
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WingOut::Stdout.Print(Export.GetOutput());
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}
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else
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{
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WingOut::Stdout.Printf(TEXT("Failed: %s\n\n"), *SpawnEntry.Type);
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continue;
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}
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}
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}
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};
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