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UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Private/SGraphEditorImpl.cpp

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "GraphEditorCommon.h"
#include "SGraphEditorImpl.h"
#include "GraphEditorModule.h"
#include "SNotificationList.h"
#include "SGraphPanel.h"
#define LOCTEXT_NAMESPACE "GraphEditorModule"
/////////////////////////////////////////////////////
// SGraphEditorImpl
FVector2D SGraphEditorImpl::GetPasteLocation() const
{
return GraphPanel->GetPastePosition();
}
bool SGraphEditorImpl::IsNodeTitleVisible( const UEdGraphNode* Node, bool bEnsureVisible )
{
return GraphPanel->IsNodeTitleVisible(Node, bEnsureVisible);
}
void SGraphEditorImpl::JumpToNode( const UEdGraphNode* JumpToMe, bool bRequestRename )
{
GraphPanel->JumpToNode(JumpToMe, bRequestRename);
FocusLockedEditorHere();
}
void SGraphEditorImpl::JumpToPin( const UEdGraphPin* JumpToMe )
{
GraphPanel->JumpToPin(JumpToMe);
FocusLockedEditorHere();
}
bool SGraphEditorImpl::SupportsKeyboardFocus() const
{
return true;
}
FReply SGraphEditorImpl::OnFocusReceived( const FGeometry& MyGeometry, const FFocusEvent& InFocusEvent )
{
OnFocused.ExecuteIfBound(SharedThis(this));
return FReply::Handled();
}
FReply SGraphEditorImpl::OnMouseButtonDown( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent )
{
if(MouseEvent.IsMouseButtonDown(EKeys::ThumbMouseButton))
{
OnNavigateHistoryBack.ExecuteIfBound();
}
else if(MouseEvent.IsMouseButtonDown(EKeys::ThumbMouseButton2))
{
OnNavigateHistoryForward.ExecuteIfBound();
}
return FReply::Handled().SetUserFocus(SharedThis(this), EFocusCause::Mouse);
}
FReply SGraphEditorImpl::OnKeyDown( const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent )
{
int32 NumNodes = GetCurrentGraph()->Nodes.Num();
if (Commands->ProcessCommandBindings( InKeyEvent ) )
{
bool bPasteOperation = InKeyEvent.IsControlDown() && InKeyEvent.GetKey() == EKeys::V;
if( !bPasteOperation && GetCurrentGraph()->Nodes.Num() > NumNodes )
{
OnNodeSpawnedByKeymap.ExecuteIfBound();
}
return FReply::Handled();
}
else
{
return SCompoundWidget::OnKeyDown(MyGeometry, InKeyEvent);
}
}
void SGraphEditorImpl::NotifyGraphChanged()
{
FEdGraphEditAction DefaultAction;
OnGraphChanged(DefaultAction);
}
void SGraphEditorImpl::OnGraphChanged(const FEdGraphEditAction& InAction)
{
if ( !bIsActiveTimerRegistered )
{
// Remove the old user interface nodes
GraphPanel->PurgeVisualRepresentation();
---- Merging with SlateDev branch ---- Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI. While asleep, Slate will skip the Tick & Paint pass for that frame entirely. - There are TWO ways to "wake" Slate and cause a Tick/Paint pass: 1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active. - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick. 2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked. - The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action. - Examples include animation, async operations that update periodically, progress updates, loading bars, etc. - An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before. - An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick() - There are THREE ways to unregister an active tick: 1. Return EActiveTickReturnType::StopTicking from the active tick function 2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick() 3. Destroy the widget responsible for the active tick - Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar - There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed. - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f) - The FCurveSequence API has been updated to work with the active tick system - Playing a curve sequence now requires that you pass the widget being animated by the sequence - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end. [CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -05:00
// Trigger the refresh
bIsActiveTimerRegistered = true;
RegisterActiveTimer( 0.f, FWidgetActiveTimerDelegate::CreateSP( this, &SGraphEditorImpl::TriggerRefresh ) );
}
}
---- Merging with SlateDev branch ---- Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI. While asleep, Slate will skip the Tick & Paint pass for that frame entirely. - There are TWO ways to "wake" Slate and cause a Tick/Paint pass: 1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active. - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick. 2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked. - The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action. - Examples include animation, async operations that update periodically, progress updates, loading bars, etc. - An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before. - An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick() - There are THREE ways to unregister an active tick: 1. Return EActiveTickReturnType::StopTicking from the active tick function 2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick() 3. Destroy the widget responsible for the active tick - Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar - There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed. - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f) - The FCurveSequence API has been updated to work with the active tick system - Playing a curve sequence now requires that you pass the widget being animated by the sequence - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end. [CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -05:00
//void SGraphEditorImpl::GraphEd_OnPanelUpdated()
//{
//
//}
const TSet<class UObject*>& SGraphEditorImpl::GetSelectedNodes() const
{
return GraphPanel->SelectionManager.GetSelectedNodes();
}
void SGraphEditorImpl::ClearSelectionSet()
{
GraphPanel->SelectionManager.ClearSelectionSet();
}
void SGraphEditorImpl::SetNodeSelection(UEdGraphNode* Node, bool bSelect)
{
GraphPanel->SelectionManager.SetNodeSelection(Node, bSelect);
}
void SGraphEditorImpl::SelectAllNodes()
{
FGraphPanelSelectionSet NewSet;
for (int32 NodeIndex = 0; NodeIndex < EdGraphObj->Nodes.Num(); ++NodeIndex)
{
UEdGraphNode* Node = EdGraphObj->Nodes[NodeIndex];
ensureMsg(Node->IsValidLowLevel(), TEXT("Node is invalid"));
NewSet.Add(Node);
}
GraphPanel->SelectionManager.SetSelectionSet(NewSet);
}
UEdGraphPin* SGraphEditorImpl::GetGraphPinForMenu()
{
return GraphPinForMenu;
}
void SGraphEditorImpl::ZoomToFit(bool bOnlySelection)
{
GraphPanel->ZoomToFit(bOnlySelection);
}
bool SGraphEditorImpl::GetBoundsForSelectedNodes( class FSlateRect& Rect, float Padding )
{
return GraphPanel->GetBoundsForSelectedNodes(Rect, Padding);
}
void SGraphEditorImpl::Construct( const FArguments& InArgs )
{
Commands = MakeShareable( new FUICommandList() );
IsEditable = InArgs._IsEditable;
Appearance = InArgs._Appearance;
TitleBarEnabledOnly = InArgs._TitleBarEnabledOnly;
TitleBar = InArgs._TitleBar;
bAutoExpandActionMenu = InArgs._AutoExpandActionMenu;
ShowGraphStateOverlay = InArgs._ShowGraphStateOverlay;
OnNavigateHistoryBack = InArgs._OnNavigateHistoryBack;
OnNavigateHistoryForward = InArgs._OnNavigateHistoryForward;
OnNodeSpawnedByKeymap = InArgs._GraphEvents.OnNodeSpawnedByKeymap;
bIsActiveTimerRegistered = false;
---- Merging with SlateDev branch ---- Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI. While asleep, Slate will skip the Tick & Paint pass for that frame entirely. - There are TWO ways to "wake" Slate and cause a Tick/Paint pass: 1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active. - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick. 2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked. - The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action. - Examples include animation, async operations that update periodically, progress updates, loading bars, etc. - An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before. - An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick() - There are THREE ways to unregister an active tick: 1. Return EActiveTickReturnType::StopTicking from the active tick function 2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick() 3. Destroy the widget responsible for the active tick - Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar - There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed. - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f) - The FCurveSequence API has been updated to work with the active tick system - Playing a curve sequence now requires that you pass the widget being animated by the sequence - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end. [CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -05:00
// Make sure that the editor knows about what kinds
// of commands GraphEditor can do.
FGraphEditorCommands::Register();
// Tell GraphEditor how to handle all the known commands
{
Commands->MapAction( FGraphEditorCommands::Get().ReconstructNodes,
FExecuteAction::CreateSP( this, &SGraphEditorImpl::ReconstructNodes ),
FCanExecuteAction::CreateSP( this, &SGraphEditorImpl::CanReconstructNodes )
);
Commands->MapAction( FGraphEditorCommands::Get().BreakNodeLinks,
FExecuteAction::CreateSP( this, &SGraphEditorImpl::BreakNodeLinks ),
FCanExecuteAction::CreateSP( this, &SGraphEditorImpl::CanBreakNodeLinks )
);
Commands->MapAction( FGraphEditorCommands::Get().BreakPinLinks,
FExecuteAction::CreateSP( this, &SGraphEditorImpl::BreakPinLinks, true),
FCanExecuteAction::CreateSP( this, &SGraphEditorImpl::CanBreakPinLinks )
);
// Append any additional commands that a consumer of GraphEditor wants us to be aware of.
const TSharedPtr<FUICommandList>& AdditionalCommands = InArgs._AdditionalCommands;
if ( AdditionalCommands.IsValid() )
{
Commands->Append( AdditionalCommands.ToSharedRef() );
}
}
GraphPinForMenu = NULL;
EdGraphObj = InArgs._GraphToEdit;
---- Merging with SlateDev branch ---- Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI. While asleep, Slate will skip the Tick & Paint pass for that frame entirely. - There are TWO ways to "wake" Slate and cause a Tick/Paint pass: 1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active. - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick. 2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked. - The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action. - Examples include animation, async operations that update periodically, progress updates, loading bars, etc. - An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before. - An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick() - There are THREE ways to unregister an active tick: 1. Return EActiveTickReturnType::StopTicking from the active tick function 2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick() 3. Destroy the widget responsible for the active tick - Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar - There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed. - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f) - The FCurveSequence API has been updated to work with the active tick system - Playing a curve sequence now requires that you pass the widget being animated by the sequence - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end. [CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -05:00
OnFocused = InArgs._GraphEvents.OnFocused;
OnCreateActionMenu = InArgs._GraphEvents.OnCreateActionMenu;
struct Local
{
static FText GetPIENotifyText(TAttribute<FGraphAppearanceInfo> Appearance, FText DefaultText)
{
FText OverrideText = Appearance.Get().PIENotifyText;
return !OverrideText.IsEmpty() ? OverrideText : DefaultText;
}
static FText GetReadOnlyText(TAttribute<FGraphAppearanceInfo>Appearance, FText DefaultText)
{
FText OverrideText = Appearance.Get().ReadOnlyText;
return !OverrideText.IsEmpty() ? OverrideText : DefaultText;
}
};
FText DefaultPIENotify(LOCTEXT("GraphSimulatingText", "SIMULATING"));
TAttribute<FText> PIENotifyText = Appearance.IsBound() ?
TAttribute<FText>::Create(TAttribute<FText>::FGetter::CreateStatic(&Local::GetPIENotifyText, Appearance, DefaultPIENotify)) :
TAttribute<FText>(DefaultPIENotify);
FText DefaultReadOnlyText(LOCTEXT("GraphReadOnlyText", "READ-ONLY"));
TAttribute<FText> ReadOnlyText = Appearance.IsBound() ?
TAttribute<FText>::Create(TAttribute<FText>::FGetter::CreateStatic(&Local::GetReadOnlyText, Appearance, DefaultReadOnlyText)) :
TAttribute<FText>(DefaultReadOnlyText);
TSharedPtr<SOverlay> OverlayWidget;
this->ChildSlot
[
SAssignNew(OverlayWidget, SOverlay)
// The graph panel
+SOverlay::Slot()
.Expose(GraphPanelSlot)
[
SAssignNew(GraphPanel, SGraphPanel)
.GraphObj( EdGraphObj )
.GraphObjToDiff( InArgs._GraphToDiff)
.OnGetContextMenuFor( this, &SGraphEditorImpl::GraphEd_OnGetContextMenuFor )
.OnSelectionChanged( InArgs._GraphEvents.OnSelectionChanged )
.OnNodeDoubleClicked( InArgs._GraphEvents.OnNodeDoubleClicked )
.IsEditable( this, &SGraphEditorImpl::IsGraphEditable )
.OnDropActor( InArgs._GraphEvents.OnDropActor )
.OnDropStreamingLevel( InArgs._GraphEvents.OnDropStreamingLevel )
.IsEnabled(this, &SGraphEditorImpl::GraphEd_OnGetGraphEnabled)
.OnVerifyTextCommit( InArgs._GraphEvents.OnVerifyTextCommit )
.OnTextCommitted( InArgs._GraphEvents.OnTextCommitted )
.OnSpawnNodeByShortcut( InArgs._GraphEvents.OnSpawnNodeByShortcut )
---- Merging with SlateDev branch ---- Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI. While asleep, Slate will skip the Tick & Paint pass for that frame entirely. - There are TWO ways to "wake" Slate and cause a Tick/Paint pass: 1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active. - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick. 2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked. - The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action. - Examples include animation, async operations that update periodically, progress updates, loading bars, etc. - An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before. - An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick() - There are THREE ways to unregister an active tick: 1. Return EActiveTickReturnType::StopTicking from the active tick function 2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick() 3. Destroy the widget responsible for the active tick - Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar - There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed. - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f) - The FCurveSequence API has been updated to work with the active tick system - Playing a curve sequence now requires that you pass the widget being animated by the sequence - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end. [CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -05:00
//.OnUpdateGraphPanel( this, &SGraphEditorImpl::GraphEd_OnPanelUpdated )
.OnDisallowedPinConnection( InArgs._GraphEvents.OnDisallowedPinConnection )
.ShowGraphStateOverlay(InArgs._ShowGraphStateOverlay)
]
// Indicator of current zoom level
+SOverlay::Slot()
.Padding(5)
.VAlign(VAlign_Top)
.HAlign(HAlign_Right)
[
SNew(STextBlock)
.TextStyle( FEditorStyle::Get(), "Graph.ZoomText" )
.Text( this, &SGraphEditorImpl::GetZoomText )
.ColorAndOpacity( this, &SGraphEditorImpl::GetZoomTextColorAndOpacity )
]
// Title bar - optional
+SOverlay::Slot()
.VAlign(VAlign_Top)
[
SNew(SVerticalBox)
+ SVerticalBox::Slot()
[
InArgs._TitleBar.IsValid() ? InArgs._TitleBar.ToSharedRef() : (TSharedRef<SWidget>)SNullWidget::NullWidget
]
+ SVerticalBox::Slot()
.Padding(20.f, 20.f, 20.f, 0.f)
.VAlign(VAlign_Top)
.HAlign(HAlign_Center)
.AutoHeight()
[
SNew(SBorder)
.Padding(FMargin(10.f, 4.f))
.BorderImage(FEditorStyle::GetBrush(TEXT("Graph.InstructionBackground")))
.BorderBackgroundColor(this, &SGraphEditorImpl::InstructionBorderColor)
.HAlign(HAlign_Center)
.ColorAndOpacity(this, &SGraphEditorImpl::InstructionTextTint)
.Visibility(this, &SGraphEditorImpl::InstructionTextVisibility)
[
SNew(STextBlock)
.TextStyle(FEditorStyle::Get(), "Graph.InstructionText")
.Text(this, &SGraphEditorImpl::GetInstructionText)
]
]
]
// Bottom-right corner text indicating the type of tool
+SOverlay::Slot()
.Padding(10)
.VAlign(VAlign_Bottom)
.HAlign(HAlign_Right)
[
SNew(STextBlock)
.Visibility( EVisibility::HitTestInvisible )
.TextStyle( FEditorStyle::Get(), "Graph.CornerText" )
.Text(Appearance.Get().CornerText)
]
// Top-right corner text indicating PIE is active
+SOverlay::Slot()
.Padding(20)
.VAlign(VAlign_Top)
.HAlign(HAlign_Right)
[
SNew(STextBlock)
.Visibility(this, &SGraphEditorImpl::PIENotification)
.TextStyle( FEditorStyle::Get(), "Graph.SimulatingText" )
.Text( PIENotifyText )
]
// Top-right corner text indicating read only when not simulating
+ SOverlay::Slot()
.Padding(20)
.VAlign(VAlign_Top)
.HAlign(HAlign_Right)
[
SNew(STextBlock)
.Visibility(this, &SGraphEditorImpl::ReadOnlyVisibility)
.TextStyle(FEditorStyle::Get(), "Graph.CornerText")
.Text(ReadOnlyText)
]
// + SOverlay::Slot()
// .Padding(20)
// .VAlign(VAlign_Fill)
// .HAlign(HAlign_Fill)
// [
// SNew(SVerticalBox)
// + SVerticalBox::Slot()
// .FillHeight(0.5)
// .VAlign(VAlign_Bottom)
// .HAlign(HAlign_Center)
// [
//
// ]
// + SVerticalBox::Slot()
// .FillHeight(0.5)
// ]
// Bottom-right corner text for notification list position
+SOverlay::Slot()
.Padding(15.f)
.VAlign(VAlign_Bottom)
.HAlign(HAlign_Right)
[
SAssignNew(NotificationListPtr, SNotificationList)
.Visibility(EVisibility::HitTestInvisible)
]
];
GraphPanel->RestoreViewSettings(FVector2D::ZeroVector, -1);
NotifyGraphChanged();
}
EVisibility SGraphEditorImpl::PIENotification( ) const
{
if(ShowGraphStateOverlay.Get() && (GEditor->bIsSimulatingInEditor || GEditor->PlayWorld != NULL))
{
return EVisibility::Visible;
}
return EVisibility::Hidden;
}
SGraphEditorImpl::~SGraphEditorImpl()
{
}
void SGraphEditorImpl::Tick( const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime )
{
// If locked to another graph editor, and our panel has moved, synchronise the locked graph editor accordingly
if ((EdGraphObj != NULL) && GraphPanel.IsValid())
{
if(GraphPanel->HasMoved() && IsLocked())
{
FocusLockedEditorHere();
}
}
}
EActiveTimerReturnType SGraphEditorImpl::TriggerRefresh( double InCurrentTime, float InDeltaTime )
---- Merging with SlateDev branch ---- Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI. While asleep, Slate will skip the Tick & Paint pass for that frame entirely. - There are TWO ways to "wake" Slate and cause a Tick/Paint pass: 1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active. - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick. 2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked. - The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action. - Examples include animation, async operations that update periodically, progress updates, loading bars, etc. - An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before. - An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick() - There are THREE ways to unregister an active tick: 1. Return EActiveTickReturnType::StopTicking from the active tick function 2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick() 3. Destroy the widget responsible for the active tick - Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar - There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed. - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f) - The FCurveSequence API has been updated to work with the active tick system - Playing a curve sequence now requires that you pass the widget being animated by the sequence - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end. [CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -05:00
{
GraphPanel->Update();
bIsActiveTimerRegistered = false;
return EActiveTimerReturnType::Stop;
---- Merging with SlateDev branch ---- Introduces the concept of "Active Ticking" to allow Slate to go to sleep when there is no need to update the UI. While asleep, Slate will skip the Tick & Paint pass for that frame entirely. - There are TWO ways to "wake" Slate and cause a Tick/Paint pass: 1. Provide some sort of input (mouse movement, clicks, and key presses). Slate will always tick when the user is active. - Therefore, if the logic in a given widget's Tick is only relevant in response to user action, there is no need to register an active tick. 2. Register an Active Tick. Currently this is an all-or-nothing situation, so if a single active tick needs to execute, all of Slate will be ticked. - The purpose of an Active Tick is to allow a widget to "drive" Slate and guarantee a Tick/Paint pass in the absence of any user action. - Examples include animation, async operations that update periodically, progress updates, loading bars, etc. - An empty active tick is registered for viewports when they are real-time, so game project widgets are unaffected by this change and should continue to work as before. - An Active Tick is registered by creating an FWidgetActiveTickDelegate and passing it to SWidget::RegisterActiveTick() - There are THREE ways to unregister an active tick: 1. Return EActiveTickReturnType::StopTicking from the active tick function 2. Pass the FActiveTickHandle returned by RegisterActiveTick() to SWidget::UnregisterActiveTick() 3. Destroy the widget responsible for the active tick - Sleeping is currently disabled, can be enabled with Slate.AllowSlateToSleep cvar - There is currently a little buffer time during which Slate continues to tick following any input. Long-term, this is planned to be removed. - The duration of the buffer can be adjusted using Slate.SleepBufferPostInput cvar (defaults to 1.0f) - The FCurveSequence API has been updated to work with the active tick system - Playing a curve sequence now requires that you pass the widget being animated by the sequence - The active tick will automatically be registered on behalf of the widget and unregister when the sequence is complete - GetLerpLooping() has been removed. Instead, pass true as the second param to Play() to indicate that the animation will loop. This causes the active tick to be registered indefinitely until paused or jumped to the start/end. [CL 2391669 by Dan Hertzka in Main branch]
2014-12-17 16:07:57 -05:00
}
void SGraphEditorImpl::OnClosedActionMenu()
{
GraphPanel->OnStopMakingConnection(/*bForceStop=*/ true);
}
bool SGraphEditorImpl::GraphEd_OnGetGraphEnabled() const
{
const bool bTitleBarOnly = TitleBarEnabledOnly.Get();
return !bTitleBarOnly;
}
FActionMenuContent SGraphEditorImpl::GraphEd_OnGetContextMenuFor(const FGraphContextMenuArguments& SpawnInfo)
{
if (EdGraphObj != NULL)
{
const UEdGraphSchema* Schema = EdGraphObj->GetSchema();
check(Schema);
// Cache the pin this menu is being brought up for
GraphPinForMenu = SpawnInfo.GraphPin;
if ((SpawnInfo.GraphPin != NULL) || (SpawnInfo.GraphNode != NULL))
{
// Get all menu extenders for this context menu from the graph editor module
FGraphEditorModule& GraphEditorModule = FModuleManager::GetModuleChecked<FGraphEditorModule>( TEXT("GraphEditor") );
TArray<FGraphEditorModule::FGraphEditorMenuExtender_SelectedNode> MenuExtenderDelegates = GraphEditorModule.GetAllGraphEditorContextMenuExtender();
TArray<TSharedPtr<FExtender>> Extenders;
for (int32 i = 0; i < MenuExtenderDelegates.Num(); ++i)
{
if (MenuExtenderDelegates[i].IsBound())
{
Extenders.Add(MenuExtenderDelegates[i].Execute(this->Commands.ToSharedRef(), EdGraphObj, SpawnInfo.GraphNode, SpawnInfo.GraphPin, !IsEditable.Get()));
}
}
TSharedPtr<FExtender> MenuExtender = FExtender::Combine(Extenders);
// Show the menu for the pin or node under the cursor
const bool bShouldCloseAfterAction = true;
FMenuBuilder MenuBuilder( bShouldCloseAfterAction, this->Commands, MenuExtender );
Schema->GetContextMenuActions(EdGraphObj, SpawnInfo.GraphNode, SpawnInfo.GraphPin, &MenuBuilder, !IsEditable.Get());
return FActionMenuContent(MenuBuilder.MakeWidget());
}
else if (IsEditable.Get())
{
if (EdGraphObj->GetSchema() != NULL )
{
FActionMenuContent Content;
if(OnCreateActionMenu.IsBound())
{
Content = OnCreateActionMenu.Execute(
EdGraphObj,
SpawnInfo.NodeAddPosition,
SpawnInfo.DragFromPins,
bAutoExpandActionMenu,
SGraphEditor::FActionMenuClosed::CreateSP(this, &SGraphEditorImpl::OnClosedActionMenu)
);
}
else
{
TSharedRef<SGraphEditorActionMenu> Menu =
SNew(SGraphEditorActionMenu)
.GraphObj( EdGraphObj )
.NewNodePosition(SpawnInfo.NodeAddPosition)
.DraggedFromPins(SpawnInfo.DragFromPins)
.AutoExpandActionMenu(bAutoExpandActionMenu)
.OnClosedCallback( SGraphEditor::FActionMenuClosed::CreateSP(this, &SGraphEditorImpl::OnClosedActionMenu)
);
Content = FActionMenuContent( Menu, Menu->GetFilterTextBox() );
}
if (SpawnInfo.DragFromPins.Num() > 0)
{
GraphPanel->PreservePinPreviewUntilForced();
}
return Content;
}
return FActionMenuContent( SNew(STextBlock) .Text( NSLOCTEXT("GraphEditor", "NoNodes", "No Nodes") ) );
}
else
{
return FActionMenuContent( SNew(STextBlock) .Text( NSLOCTEXT("GraphEditor", "CannotCreateWhileDebugging", "Cannot create new nodes in a read only graph") ) );
}
}
else
{
return FActionMenuContent( SNew(STextBlock) .Text( NSLOCTEXT("GraphEditor", "GraphObjectIsNull", "Graph Object is Null") ) );
}
}
bool SGraphEditorImpl::CanReconstructNodes() const
{
return IsGraphEditable() && (GraphPanel->SelectionManager.AreAnyNodesSelected());
}
bool SGraphEditorImpl::CanBreakNodeLinks() const
{
return IsGraphEditable() && (GraphPanel->SelectionManager.AreAnyNodesSelected());
}
bool SGraphEditorImpl::CanBreakPinLinks() const
{
return IsGraphEditable() && (GraphPinForMenu != NULL);
}
void SGraphEditorImpl::ReconstructNodes()
{
const UEdGraphSchema* Schema = this->EdGraphObj->GetSchema();
{
FScopedTransaction const Transaction(LOCTEXT("ReconstructNodeTransaction", "Refresh Node(s)"));
for (FGraphPanelSelectionSet::TConstIterator NodeIt( GraphPanel->SelectionManager.GetSelectedNodes() ); NodeIt; ++NodeIt)
{
if (UEdGraphNode* Node = Cast<UEdGraphNode>(*NodeIt))
{
Schema->ReconstructNode(*Node);
}
}
}
NotifyGraphChanged();
}
void SGraphEditorImpl::BreakNodeLinks()
{
const FScopedTransaction Transaction( NSLOCTEXT("UnrealEd", "GraphEd_BreakNodeLinks", "Break Node Links") );
for (FGraphPanelSelectionSet::TConstIterator NodeIt( GraphPanel->SelectionManager.GetSelectedNodes() ); NodeIt; ++NodeIt)
{
if (UEdGraphNode* Node = Cast<UEdGraphNode>(*NodeIt))
{
const UEdGraphSchema* Schema = Node->GetSchema();
Schema->BreakNodeLinks(*Node);
}
}
}
void SGraphEditorImpl::BreakPinLinks(bool bSendNodeNotification)
{
const UEdGraphSchema* Schema = GraphPinForMenu->GetSchema();
Schema->BreakPinLinks(*GraphPinForMenu, bSendNodeNotification);
}
FText SGraphEditorImpl::GetZoomText() const
{
return GraphPanel->GetZoomText();
}
FSlateColor SGraphEditorImpl::GetZoomTextColorAndOpacity() const
{
return GraphPanel->GetZoomTextColorAndOpacity();
}
bool SGraphEditorImpl::IsGraphEditable() const
{
return (EdGraphObj != NULL) && IsEditable.Get();
}
bool SGraphEditorImpl::IsLocked() const
{
for( auto LockedGraph : LockedGraphs )
{
if( LockedGraph.IsValid() )
{
return true;
}
}
return false;
}
TSharedPtr<SWidget> SGraphEditorImpl::GetTitleBar() const
{
return TitleBar;
}
void SGraphEditorImpl::SetViewLocation( const FVector2D& Location, float ZoomAmount )
{
if( GraphPanel.IsValid() && EdGraphObj && (!IsLocked() || !GraphPanel->HasDeferredObjectFocus()))
{
GraphPanel->RestoreViewSettings(Location, ZoomAmount);
}
}
void SGraphEditorImpl::GetViewLocation( FVector2D& Location, float& ZoomAmount )
{
if( GraphPanel.IsValid() && EdGraphObj && (!IsLocked() || !GraphPanel->HasDeferredObjectFocus()))
{
Location = GraphPanel->GetViewOffset();
ZoomAmount = GraphPanel->GetZoomAmount();
}
}
void SGraphEditorImpl::LockToGraphEditor( TWeakPtr<SGraphEditor> Other )
{
if( !LockedGraphs.Contains(Other) )
{
LockedGraphs.Push(Other);
}
if (GraphPanel.IsValid())
{
FocusLockedEditorHere();
}
}
void SGraphEditorImpl::UnlockFromGraphEditor( TWeakPtr<SGraphEditor> Other )
{
check(Other.IsValid());
int idx = LockedGraphs.Find(Other);
if( ensureMsgf(idx != INDEX_NONE, TEXT("Attempted to unlock graphs that were not locked together: %s %s"), *GetReadableLocation(), *(Other.Pin()->GetReadableLocation()) ) )
{
LockedGraphs.RemoveAtSwap(idx);
}
}
void SGraphEditorImpl::AddNotification( FNotificationInfo& Info, bool bSuccess )
{
// set up common notification properties
Info.bUseLargeFont = true;
TSharedPtr<SNotificationItem> Notification = NotificationListPtr->AddNotification(Info);
if ( Notification.IsValid() )
{
Notification->SetCompletionState( bSuccess ? SNotificationItem::CS_Success : SNotificationItem::CS_Fail );
}
}
void SGraphEditorImpl::FocusLockedEditorHere()
{
for( int i = 0; i < LockedGraphs.Num(); ++i )
{
TSharedPtr<SGraphEditor> LockedGraph = LockedGraphs[i].Pin();
if (LockedGraph != TSharedPtr<SGraphEditor>())
{
LockedGraph->SetViewLocation(GraphPanel->GetViewOffset(), GraphPanel->GetZoomAmount());
}
else
{
LockedGraphs.RemoveAtSwap(i--);
}
}
}
void SGraphEditorImpl::SetPinVisibility( SGraphEditor::EPinVisibility Visibility )
{
if( GraphPanel.IsValid())
{
SGraphEditor::EPinVisibility CachedVisibility = GraphPanel->GetPinVisibility();
GraphPanel->SetPinVisibility(Visibility);
if(CachedVisibility != Visibility)
{
NotifyGraphChanged();
}
}
}
EVisibility SGraphEditorImpl::ReadOnlyVisibility() const
{
if(ShowGraphStateOverlay.Get() && PIENotification() == EVisibility::Hidden && !IsEditable.Get())
{
return EVisibility::Visible;
}
return EVisibility::Hidden;
}
FText SGraphEditorImpl::GetInstructionText() const
{
if (Appearance.IsBound())
{
return Appearance.Get().InstructionText;
}
return FText::GetEmpty();
}
EVisibility SGraphEditorImpl::InstructionTextVisibility() const
{
if (!GetInstructionText().IsEmpty() && (GetInstructionTextFade() > 0.0f))
{
return EVisibility::Visible;
}
return EVisibility::Hidden;
}
float SGraphEditorImpl::GetInstructionTextFade() const
{
float InstructionOpacity = 1.0f;
if (Appearance.IsBound())
{
InstructionOpacity = Appearance.Get().InstructionFade.Get();
}
return InstructionOpacity;
}
FLinearColor SGraphEditorImpl::InstructionTextTint() const
{
return FLinearColor(1.f, 1.f, 1.f, GetInstructionTextFade());
}
FSlateColor SGraphEditorImpl::InstructionBorderColor() const
{
FLinearColor BorderColor(0.1f, 0.1f, 0.1f, 0.7f);
BorderColor.A *= GetInstructionTextFade();
return BorderColor;
}
/////////////////////////////////////////////////////
#undef LOCTEXT_NAMESPACE