Files
UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Public/SGraphNodeComment.h

105 lines
3.7 KiB
C
Raw Normal View History

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
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 "CoreMinimal.h"
#include "Styling/SlateColor.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Layout/SlateRect.h"
#include "Input/Reply.h"
#include "SNodePanel.h"
#include "SGraphNodeResizable.h"
Added a new documentation node to the blueprints to display udn documentation excerpts in the grapheditor. #TTP 312311 - ROCKET: TASK: Add a "Documentation Node" #Branch UE4 #Proj BlueprintGraph, EdGraph, Kismet, KismetCompiler, GraphEditor, Documentation, EditorStyle #Change Updated UEdGraphSchema to include an interface call to retrieve an FEdGraphSchemaAction to create documentation nodes. At this point only the K2 interfaces implement this. #Change Updated UEdGraphSchema_K2 to include a call to retrieve an FEdGraphSchemaAction to create documentation nodes. This is used to add the actions to the blueprint palette and context menus. #Add Added FEdGraphSchemaAction_K2AddDocumentation in EdGraphSchema_K2_Actions.h/cpp to implement the calls in UEdGraphSchema to create documenation nodes from palette and context menus. #Change Modified FK2ActionMenuBuilder to provide a static call to create a documentation action in the same style as the comment. Additionally added calls to FK2ActionMenuBuilder::GetPaletteActions and FK2ActionMenuBuilder::GetContextAllowedNodeTypes to call this to add entries in the palette and context menus. #Add Added a new Brush GraphEditor.Documentation_16x, for the context menu icon in SlateEditorStyle.cpp. #Change Modified GetPaletteItemIcon in SBlueprintPalette.cpp to return the new icon for the DocumentationNode #Change Modified FKismetCompilerContext::IsNodePure to include the Documentaton node in the drop through ensure test to prevent asserts on compling if a documentation node is present. #Change Added an entry for Documentation node in FNodeFactory::CreateNodeWidget. #Change Modified IDocumentationPage interface to provide the ability to provide a TextWrapAt Attribute so this can be set before creating excerpt content if desired. #Change Modified the UDNParser to control text wrap at values in the created widgets using a float Attribute WrapAt, Added a set call in the DocumentationPage and made the default behaviour mimic the code it replaced. #Add Added the class UEdGraphNode_Documentation implemented in EdGraphNode_Documentation.h and UEdGraph.cpp, this is the UObject implementation for the documentation nodes. #Add Added the class SGraphNodeDocumentation as the GraphPanel implementation of the EdGraphNode_Documentation. #Change Moved the resizable code from SGraphNodeComment into a SGraphNodeResizable and changed SGraphNodeComment and SGraphNodeDocumentation inherit from it to avoid duplicating code. #Change Added a documentation specific details customisation so the excerpts can be displayed as combo button. #Change Added FBlueprintDocumentationDetails into BlueprintDetailsCustomization.h/cpp to handle the user interaction with the documentation node in the BP Editor. ReviewedBy Chris.Wood, Mike.Beach [CL 2247425 by Ben Cosh in Main branch]
2014-08-07 15:33:55 -04:00
class SGraphNodeComment : public SGraphNodeResizable
{
public:
SLATE_BEGIN_ARGS(SGraphNodeComment){}
SLATE_END_ARGS()
//~ Begin SWidget Interface
virtual FReply OnMouseButtonDoubleClick( const FGeometry& InMyGeometry, const FPointerEvent& InMouseEvent ) override;
virtual FReply OnMouseButtonUp( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent ) override;
virtual void Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) override;
virtual FReply OnDrop( const FGeometry& MyGeometry, const FDragDropEvent& DragDropEvent ) override;
virtual void OnDragEnter( const FGeometry& MyGeometry, const FDragDropEvent& DragDropEvent ) override;
//~ End SWidget Interface
//~ Begin SNodePanel::SNode Interface
virtual const FSlateBrush* GetShadowBrush(bool bSelected) const override;
virtual void GetOverlayBrushes(bool bSelected, const FVector2D WidgetSize, TArray<FOverlayBrushInfo>& Brushes) const override;
virtual bool ShouldAllowCulling() const override { return false; }
virtual int32 GetSortDepth() const override;
virtual void EndUserInteraction() const override;
virtual FString GetNodeComment() const override;
//~ End SNodePanel::SNode Interface
//~ Begin SPanel Interface
virtual FVector2D ComputeDesiredSize(float) const override;
//~ End SPanel Interface
//~ Begin SGraphNode Interface
virtual bool IsNameReadOnly() const override;
virtual FSlateColor GetCommentColor() const override { return GetCommentBodyColor(); }
//~ End SGraphNode Interface
void Construct( const FArguments& InArgs, UEdGraphNode* InNode );
/** return if the node can be selected, by pointing given location */
virtual bool CanBeSelected( const FVector2D& MousePositionInNode ) const override;
/** return size of the title bar */
virtual FVector2D GetDesiredSizeForMarquee() const override;
/** return rect of the title bar */
virtual FSlateRect GetTitleRect() const override;
protected:
//~ Begin SGraphNode Interface
virtual void UpdateGraphNode() override;
virtual void PopulateMetaTag(class FGraphNodeMetaData* TagMeta) const override;
/**
* Helper method to update selection state of comment and any nodes 'contained' within it
* @param bSelected If true comment is being selected, false otherwise
* @param bUpdateNodesUnderComment If true then force the rebuild of the list of nodes under the comment
*/
void HandleSelection(bool bIsSelected, bool bUpdateNodesUnderComment = false) const;
/** called when user is moving the comment node */
virtual void MoveTo(const FVector2D& NewPosition, FNodeSet& NodeFilter ) override;
//~ Begin SGraphNodeResizable Interface
Added a new documentation node to the blueprints to display udn documentation excerpts in the grapheditor. #TTP 312311 - ROCKET: TASK: Add a "Documentation Node" #Branch UE4 #Proj BlueprintGraph, EdGraph, Kismet, KismetCompiler, GraphEditor, Documentation, EditorStyle #Change Updated UEdGraphSchema to include an interface call to retrieve an FEdGraphSchemaAction to create documentation nodes. At this point only the K2 interfaces implement this. #Change Updated UEdGraphSchema_K2 to include a call to retrieve an FEdGraphSchemaAction to create documentation nodes. This is used to add the actions to the blueprint palette and context menus. #Add Added FEdGraphSchemaAction_K2AddDocumentation in EdGraphSchema_K2_Actions.h/cpp to implement the calls in UEdGraphSchema to create documenation nodes from palette and context menus. #Change Modified FK2ActionMenuBuilder to provide a static call to create a documentation action in the same style as the comment. Additionally added calls to FK2ActionMenuBuilder::GetPaletteActions and FK2ActionMenuBuilder::GetContextAllowedNodeTypes to call this to add entries in the palette and context menus. #Add Added a new Brush GraphEditor.Documentation_16x, for the context menu icon in SlateEditorStyle.cpp. #Change Modified GetPaletteItemIcon in SBlueprintPalette.cpp to return the new icon for the DocumentationNode #Change Modified FKismetCompilerContext::IsNodePure to include the Documentaton node in the drop through ensure test to prevent asserts on compling if a documentation node is present. #Change Added an entry for Documentation node in FNodeFactory::CreateNodeWidget. #Change Modified IDocumentationPage interface to provide the ability to provide a TextWrapAt Attribute so this can be set before creating excerpt content if desired. #Change Modified the UDNParser to control text wrap at values in the created widgets using a float Attribute WrapAt, Added a set call in the DocumentationPage and made the default behaviour mimic the code it replaced. #Add Added the class UEdGraphNode_Documentation implemented in EdGraphNode_Documentation.h and UEdGraph.cpp, this is the UObject implementation for the documentation nodes. #Add Added the class SGraphNodeDocumentation as the GraphPanel implementation of the EdGraphNode_Documentation. #Change Moved the resizable code from SGraphNodeComment into a SGraphNodeResizable and changed SGraphNodeComment and SGraphNodeDocumentation inherit from it to avoid duplicating code. #Change Added a documentation specific details customisation so the excerpts can be displayed as combo button. #Change Added FBlueprintDocumentationDetails into BlueprintDetailsCustomization.h/cpp to handle the user interaction with the documentation node in the BP Editor. ReviewedBy Chris.Wood, Mike.Beach [CL 2247425 by Ben Cosh in Main branch]
2014-08-07 15:33:55 -04:00
virtual float GetTitleBarHeight() const override;
virtual FSlateRect GetHitTestingBorder() const override;
Added a new documentation node to the blueprints to display udn documentation excerpts in the grapheditor. #TTP 312311 - ROCKET: TASK: Add a "Documentation Node" #Branch UE4 #Proj BlueprintGraph, EdGraph, Kismet, KismetCompiler, GraphEditor, Documentation, EditorStyle #Change Updated UEdGraphSchema to include an interface call to retrieve an FEdGraphSchemaAction to create documentation nodes. At this point only the K2 interfaces implement this. #Change Updated UEdGraphSchema_K2 to include a call to retrieve an FEdGraphSchemaAction to create documentation nodes. This is used to add the actions to the blueprint palette and context menus. #Add Added FEdGraphSchemaAction_K2AddDocumentation in EdGraphSchema_K2_Actions.h/cpp to implement the calls in UEdGraphSchema to create documenation nodes from palette and context menus. #Change Modified FK2ActionMenuBuilder to provide a static call to create a documentation action in the same style as the comment. Additionally added calls to FK2ActionMenuBuilder::GetPaletteActions and FK2ActionMenuBuilder::GetContextAllowedNodeTypes to call this to add entries in the palette and context menus. #Add Added a new Brush GraphEditor.Documentation_16x, for the context menu icon in SlateEditorStyle.cpp. #Change Modified GetPaletteItemIcon in SBlueprintPalette.cpp to return the new icon for the DocumentationNode #Change Modified FKismetCompilerContext::IsNodePure to include the Documentaton node in the drop through ensure test to prevent asserts on compling if a documentation node is present. #Change Added an entry for Documentation node in FNodeFactory::CreateNodeWidget. #Change Modified IDocumentationPage interface to provide the ability to provide a TextWrapAt Attribute so this can be set before creating excerpt content if desired. #Change Modified the UDNParser to control text wrap at values in the created widgets using a float Attribute WrapAt, Added a set call in the DocumentationPage and made the default behaviour mimic the code it replaced. #Add Added the class UEdGraphNode_Documentation implemented in EdGraphNode_Documentation.h and UEdGraph.cpp, this is the UObject implementation for the documentation nodes. #Add Added the class SGraphNodeDocumentation as the GraphPanel implementation of the EdGraphNode_Documentation. #Change Moved the resizable code from SGraphNodeComment into a SGraphNodeResizable and changed SGraphNodeComment and SGraphNodeDocumentation inherit from it to avoid duplicating code. #Change Added a documentation specific details customisation so the excerpts can be displayed as combo button. #Change Added FBlueprintDocumentationDetails into BlueprintDetailsCustomization.h/cpp to handle the user interaction with the documentation node in the BP Editor. ReviewedBy Chris.Wood, Mike.Beach [CL 2247425 by Ben Cosh in Main branch]
2014-08-07 15:33:55 -04:00
virtual FVector2D GetNodeMaximumSize() const override;
//~ Begin SGraphNodeResizable Interface
Added a new documentation node to the blueprints to display udn documentation excerpts in the grapheditor. #TTP 312311 - ROCKET: TASK: Add a "Documentation Node" #Branch UE4 #Proj BlueprintGraph, EdGraph, Kismet, KismetCompiler, GraphEditor, Documentation, EditorStyle #Change Updated UEdGraphSchema to include an interface call to retrieve an FEdGraphSchemaAction to create documentation nodes. At this point only the K2 interfaces implement this. #Change Updated UEdGraphSchema_K2 to include a call to retrieve an FEdGraphSchemaAction to create documentation nodes. This is used to add the actions to the blueprint palette and context menus. #Add Added FEdGraphSchemaAction_K2AddDocumentation in EdGraphSchema_K2_Actions.h/cpp to implement the calls in UEdGraphSchema to create documenation nodes from palette and context menus. #Change Modified FK2ActionMenuBuilder to provide a static call to create a documentation action in the same style as the comment. Additionally added calls to FK2ActionMenuBuilder::GetPaletteActions and FK2ActionMenuBuilder::GetContextAllowedNodeTypes to call this to add entries in the palette and context menus. #Add Added a new Brush GraphEditor.Documentation_16x, for the context menu icon in SlateEditorStyle.cpp. #Change Modified GetPaletteItemIcon in SBlueprintPalette.cpp to return the new icon for the DocumentationNode #Change Modified FKismetCompilerContext::IsNodePure to include the Documentaton node in the drop through ensure test to prevent asserts on compling if a documentation node is present. #Change Added an entry for Documentation node in FNodeFactory::CreateNodeWidget. #Change Modified IDocumentationPage interface to provide the ability to provide a TextWrapAt Attribute so this can be set before creating excerpt content if desired. #Change Modified the UDNParser to control text wrap at values in the created widgets using a float Attribute WrapAt, Added a set call in the DocumentationPage and made the default behaviour mimic the code it replaced. #Add Added the class UEdGraphNode_Documentation implemented in EdGraphNode_Documentation.h and UEdGraph.cpp, this is the UObject implementation for the documentation nodes. #Add Added the class SGraphNodeDocumentation as the GraphPanel implementation of the EdGraphNode_Documentation. #Change Moved the resizable code from SGraphNodeComment into a SGraphNodeResizable and changed SGraphNodeComment and SGraphNodeDocumentation inherit from it to avoid duplicating code. #Change Added a documentation specific details customisation so the excerpts can be displayed as combo button. #Change Added FBlueprintDocumentationDetails into BlueprintDetailsCustomization.h/cpp to handle the user interaction with the documentation node in the BP Editor. ReviewedBy Chris.Wood, Mike.Beach [CL 2247425 by Ben Cosh in Main branch]
2014-08-07 15:33:55 -04:00
private:
/** @return the color to tint the comment body */
FSlateColor GetCommentBodyColor() const;
/** @return the color to tint the title bar */
FSlateColor GetCommentTitleBarColor() const;
/** @return the color to tint the comment bubble */
FSlateColor GetCommentBubbleColor() const;
/** Returns the width to wrap the text of the comment at */
float GetWrapAt() const;
private:
/** The current selection state of the comment */
mutable bool bIsSelected;
/** the title bar, needed to obtain it's height */
TSharedPtr<SBorder> TitleBar;
/** cached comment title */
FString CachedCommentTitle;
/** cached comment title */
int32 CachedWidth;
};