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UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_SaveCachedPose.cpp

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// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_SaveCachedPose.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "Kismet2/BlueprintEditorUtils.h"
#include "BlueprintNodeSpawner.h"
#include "BlueprintActionDatabaseRegistrar.h"
/////////////////////////////////////////////////////
// FCachedPoseNameValidator
class FCachedPoseNameValidator : public FStringSetNameValidator
{
public:
FCachedPoseNameValidator(class UBlueprint* InBlueprint, const FString& InExistingName)
: FStringSetNameValidator(InExistingName)
{
TArray<UAnimGraphNode_SaveCachedPose*> Nodes;
FBlueprintEditorUtils::GetAllNodesOfClass<UAnimGraphNode_SaveCachedPose>(InBlueprint, Nodes);
for (auto Node : Nodes)
{
Names.Add(Node->CacheName);
}
}
};
/////////////////////////////////////////////////////
// UAnimGraphNode_ComponentToLocalSpace
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_SaveCachedPose::UAnimGraphNode_SaveCachedPose(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bCanRenameNode = true;
}
FText UAnimGraphNode_SaveCachedPose::GetTooltipText() const
{
return LOCTEXT("SaveCachedPose_Tooltip", "Denotes an animation tree that can be referenced elsewhere in the blueprint, which will be evaluated at most once per frame and then cached.");
}
FText UAnimGraphNode_SaveCachedPose::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if (TitleType == ENodeTitleType::EditableTitle)
{
return FText::FromString(CacheName);
}
else if ((TitleType == ENodeTitleType::MenuTitle) && CacheName.IsEmpty())
{
return LOCTEXT("NewSaveCachedPose", "New Save cached pose...");
}
else if (CachedNodeTitle.IsOutOfDate(this))
{
FFormatNamedArguments Args;
Args.Add(TEXT("NodeTitle"), FText::FromString(CacheName));
CachedNodeTitle.SetCachedText(FText::Format(LOCTEXT("AnimGraphNode_SaveCachedPose_Title", "Save cached pose '{NodeTitle}'"), Args), this);
}
return CachedNodeTitle;
}
FString UAnimGraphNode_SaveCachedPose::GetNodeCategory() const
{
return TEXT("Cached Poses");
}
void UAnimGraphNode_SaveCachedPose::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
auto PostSpawnSetupLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode)
{
UAnimGraphNode_SaveCachedPose* CachedPoseNode = CastChecked<UAnimGraphNode_SaveCachedPose>(NewNode);
// we use an empty CacheName in GetNodeTitle() to relay the proper menu title
if (!bIsTemplateNode)
{
// @TODO: is the idea that this name is unique? what if Rand() hit twice? why not MakeUniqueObjectName()?
CachedPoseNode->CacheName = TEXT("SavedPose") + FString::FromInt(FMath::Rand());
}
};
// actions get 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 (so if the node
// type disappears, then the action should go with it)
UClass* ActionKey = GetClass();
// to keep from needlessly instantiating a UBlueprintNodeSpawner, first
// check to make sure that the registrar is looking for actions of this type
// (could be regenerating actions for a specific asset, and therefore the
// registrar would only accept actions corresponding to that asset)
if (ActionRegistrar.IsOpenForRegistration(ActionKey))
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(PostSpawnSetupLambda);
ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
}
}
bool UAnimGraphNode_SaveCachedPose::IsCompatibleWithGraph(const UEdGraph* TargetGraph) const
{
//EGraphType GraphType = TargetGraph->GetSchema()->GetGraphType(TargetGraph);
//bool const bIsNotStateMachine = (GraphType != GT_StateMachine);
bool const bIsNotStateMachine = TargetGraph->GetOuter()->IsA(UAnimBlueprint::StaticClass());
return bIsNotStateMachine && Super::IsCompatibleWithGraph(TargetGraph);
}
void UAnimGraphNode_SaveCachedPose::OnRenameNode(const FString& NewName)
{
CacheName = NewName;
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
}
TSharedPtr<class INameValidatorInterface> UAnimGraphNode_SaveCachedPose::MakeNameValidator() const
{
return MakeShareable(new FCachedPoseNameValidator(GetBlueprint(), CacheName));
}
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#undef LOCTEXT_NAMESPACE