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UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Private/AnimationStateNodes/SGraphNodeAnimState.cpp

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "GraphEditorCommon.h"
#include "SGraphNodeAnimState.h"
#include "SGraphPreviewer.h"
#include "Editor/UnrealEd/Public/Kismet2/BlueprintEditorUtils.h"
#include "SGraphNode.h"
#include "IDocumentation.h"
#include "AnimStateConduitNode.h"
#include "AnimationStateMachineGraph.h"
#include "AnimGraphNode_StateMachineBase.h"
#include "Animation/AnimNode_StateMachine.h"
#include "SInlineEditableTextBlock.h"
/////////////////////////////////////////////////////
// SStateMachineOutputPin
class SStateMachineOutputPin : public SGraphPin
{
public:
SLATE_BEGIN_ARGS(SStateMachineOutputPin){}
SLATE_END_ARGS()
void Construct(const FArguments& InArgs, UEdGraphPin* InPin);
protected:
// Begin SGraphPin interface
virtual TSharedRef<SWidget> GetDefaultValueWidget() override;
// End SGraphPin interface
const FSlateBrush* GetPinBorder() const;
};
void SStateMachineOutputPin::Construct(const FArguments& InArgs, UEdGraphPin* InPin)
{
this->SetCursor( EMouseCursor::Default );
typedef SStateMachineOutputPin ThisClass;
bShowLabel = true;
IsEditable = true;
GraphPinObj = InPin;
check(GraphPinObj != NULL);
const UEdGraphSchema* Schema = GraphPinObj->GetSchema();
check(Schema);
// Set up a hover for pins that is tinted the color of the pin.
SBorder::Construct( SBorder::FArguments()
.BorderImage( this, &SStateMachineOutputPin::GetPinBorder )
.BorderBackgroundColor( this, &ThisClass::GetPinColor )
.OnMouseButtonDown( this, &ThisClass::OnPinMouseDown )
.Cursor( this, &ThisClass::GetPinCursor )
);
}
TSharedRef<SWidget> SStateMachineOutputPin::GetDefaultValueWidget()
{
return SNew(STextBlock);
}
const FSlateBrush* SStateMachineOutputPin::GetPinBorder() const
{
return ( IsHovered() )
? FEditorStyle::GetBrush( TEXT("Graph.StateNode.Pin.BackgroundHovered") )
: FEditorStyle::GetBrush( TEXT("Graph.StateNode.Pin.Background") );
}
/////////////////////////////////////////////////////
// SGraphNodeAnimState
void SGraphNodeAnimState::Construct(const FArguments& InArgs, UAnimStateNodeBase* InNode)
{
this->GraphNode = InNode;
this->SetCursor(EMouseCursor::CardinalCross);
this->UpdateGraphNode();
}
void SGraphNodeAnimState::GetStateInfoPopup(UEdGraphNode* GraphNode, TArray<FGraphInformationPopupInfo>& Popups)
{
UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForNodeChecked(GraphNode));
UAnimInstance* ActiveObject = (AnimBlueprint != NULL) ? Cast<UAnimInstance>(AnimBlueprint->GetObjectBeingDebugged()) : NULL;
UAnimBlueprintGeneratedClass* Class = AnimBlueprint->GetAnimBlueprintGeneratedClass();
//FKismetNodeInfoContext* K2Context = (FKismetNodeInfoContext*)Context;
FLinearColor CurrentStateColor(1.f, 0.5f, 0.25f);
// Display various types of debug data
if ((ActiveObject != NULL) && (Class != NULL))
{
if (FStateMachineDebugData* DebugInfo = Class->GetAnimBlueprintDebugData().StateMachineDebugData.Find(GraphNode->GetGraph()))
{
if (Class->AnimNodeProperties.Num())
{
UAnimationStateMachineGraph* TypedGraph = CastChecked<UAnimationStateMachineGraph>(GraphNode->GetGraph());
if (FAnimNode_StateMachine* CurrentInstance = Class->GetPropertyInstance<FAnimNode_StateMachine>(ActiveObject, TypedGraph->OwnerAnimGraphNode))
{
if (int32* pStateIndex = DebugInfo->NodeToStateIndex.Find(GraphNode))
{
const float Weight = CurrentInstance->GetStateWeight(*pStateIndex);
if (Weight > 0.0f)
{
FString StateText = FString::Printf(TEXT("%.1f%%"), Weight * 100.0f);
if (*pStateIndex == CurrentInstance->GetCurrentState())
{
StateText += FString::Printf(TEXT("\nActive for %.2f secs"), CurrentInstance->GetCurrentStateElapsedTime());
}
new (Popups) FGraphInformationPopupInfo(NULL, CurrentStateColor, StateText);
}
}
}
}
}
}
}
void SGraphNodeAnimState::GetNodeInfoPopups(FNodeInfoContext* Context, TArray<FGraphInformationPopupInfo>& Popups) const
{
GetStateInfoPopup(GraphNode, Popups);
}
FSlateColor SGraphNodeAnimState::GetBorderBackgroundColor() const
{
UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForNodeChecked(GraphNode));
UAnimInstance* ActiveObject = (AnimBlueprint != NULL) ? Cast<UAnimInstance>(AnimBlueprint->GetObjectBeingDebugged()) : NULL;
UAnimBlueprintGeneratedClass* Class = AnimBlueprint->GetAnimBlueprintGeneratedClass();
//FKismetNodeInfoContext* K2Context = (FKismetNodeInfoContext*)Context;
FLinearColor InactiveStateColor(0.08f, 0.08f, 0.08f);
FLinearColor ActiveStateColorDim(0.4f, 0.3f, 0.15f);
FLinearColor ActiveStateColorBright(1.f, 0.6f, 0.35f);
// Display various types of debug data
if ((ActiveObject != NULL) && (Class != NULL))
{
if (FStateMachineDebugData* DebugInfo = Class->GetAnimBlueprintDebugData().StateMachineDebugData.Find(GraphNode->GetGraph()))
{
if (Class->AnimNodeProperties.Num())
{
UAnimationStateMachineGraph* TypedGraph = CastChecked<UAnimationStateMachineGraph>(GraphNode->GetGraph());
if (FAnimNode_StateMachine* CurrentInstance = Class->GetPropertyInstance<FAnimNode_StateMachine>(ActiveObject, TypedGraph->OwnerAnimGraphNode))
{
if (int32* pStateIndex = DebugInfo->NodeToStateIndex.Find(GraphNode))
{
const float Weight = CurrentInstance->GetStateWeight(*pStateIndex);
if (Weight > 0.0f)
{
return FMath::Lerp<FLinearColor>(ActiveStateColorDim, ActiveStateColorBright, Weight);
}
}
}
}
}
}
return InactiveStateColor;
}
void SGraphNodeAnimState::UpdateGraphNode()
{
InputPins.Empty();
OutputPins.Empty();
// Reset variables that are going to be exposed, in case we are refreshing an already setup node.
RightNodeBox.Reset();
LeftNodeBox.Reset();
const FSlateBrush* NodeTypeIcon = GetNameIcon();
FLinearColor TitleShadowColor(0.6f, 0.6f, 0.6f);
TSharedPtr<SErrorText> ErrorText;
TSharedPtr<SNodeTitle> NodeTitle = SNew(SNodeTitle, GraphNode);
this->ContentScale.Bind( this, &SGraphNode::GetContentScale );
this->GetOrAddSlot( ENodeZone::Center )
.HAlign(HAlign_Center)
.VAlign(VAlign_Center)
[
SNew(SBorder)
.BorderImage( FEditorStyle::GetBrush( "Graph.StateNode.Body" ) )
.Padding(0)
.BorderBackgroundColor( this, &SGraphNodeAnimState::GetBorderBackgroundColor )
[
SNew(SOverlay)
// PIN AREA
+SOverlay::Slot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
[
SAssignNew(RightNodeBox, SVerticalBox)
]
// STATE NAME AREA
+SOverlay::Slot()
.HAlign(HAlign_Center)
.VAlign(VAlign_Center)
.Padding(10.0f)
[
SNew(SBorder)
.BorderImage( FEditorStyle::GetBrush("Graph.StateNode.ColorSpill") )
.BorderBackgroundColor( TitleShadowColor )
.HAlign(HAlign_Center)
.VAlign(VAlign_Center)
.Visibility(EVisibility::SelfHitTestInvisible)
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.AutoWidth()
[
// POPUP ERROR MESSAGE
SAssignNew(ErrorText, SErrorText )
.BackgroundColor( this, &SGraphNodeAnimState::GetErrorColor )
.ToolTipText( this, &SGraphNodeAnimState::GetErrorMsgToolTip )
]
+SHorizontalBox::Slot()
.AutoWidth()
.VAlign(VAlign_Center)
[
SNew(SImage)
.Image(NodeTypeIcon)
]
+SHorizontalBox::Slot()
.Padding(FMargin(4.0f, 0.0f, 4.0f, 0.0f))
[
SNew(SVerticalBox)
+SVerticalBox::Slot()
.AutoHeight()
[
SAssignNew(InlineEditableText, SInlineEditableTextBlock)
.Style( FEditorStyle::Get(), "Graph.StateNode.NodeTitleInlineEditableText" )
.Text( NodeTitle.Get(), &SNodeTitle::GetHeadTitle )
.OnVerifyTextChanged(this, &SGraphNodeAnimState::OnVerifyNameTextChanged)
.OnTextCommitted(this, &SGraphNodeAnimState::OnNameTextCommited)
.IsReadOnly( this, &SGraphNodeAnimState::IsNameReadOnly )
.IsSelected(this, &SGraphNodeAnimState::IsSelectedExclusively)
]
+SVerticalBox::Slot()
.AutoHeight()
[
NodeTitle.ToSharedRef()
]
]
]
]
]
];
ErrorReporting = ErrorText;
ErrorReporting->SetError(ErrorMsg);
CreatePinWidgets();
}
void SGraphNodeAnimState::CreatePinWidgets()
{
UAnimStateNodeBase* StateNode = CastChecked<UAnimStateNodeBase>(GraphNode);
UEdGraphPin* CurPin = StateNode->GetOutputPin();
if (!CurPin->bHidden)
{
TSharedPtr<SGraphPin> NewPin = SNew(SStateMachineOutputPin, CurPin);
NewPin->SetIsEditable(IsEditable);
this->AddPin(NewPin.ToSharedRef());
}
}
void SGraphNodeAnimState::AddPin(const TSharedRef<SGraphPin>& PinToAdd)
{
PinToAdd->SetOwner( SharedThis(this) );
RightNodeBox->AddSlot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.FillHeight(1.0f)
[
PinToAdd
];
OutputPins.Add(PinToAdd);
}
TSharedPtr<SToolTip> SGraphNodeAnimState::GetComplexTooltip()
{
UAnimStateNodeBase* StateNode = CastChecked<UAnimStateNodeBase>(GraphNode);
return SNew(SToolTip)
[
SNew(SVerticalBox)
+SVerticalBox::Slot()
.AutoHeight()
[
// Create the tooltip preview, ensure to disable state overlays to stop
// PIE and read-only borders obscuring the graph
SNew(SGraphPreviewer, StateNode->GetBoundGraph())
.CornerOverlayText(this, &SGraphNodeAnimState::GetPreviewCornerText)
.ShowGraphStateOverlay(false)
]
+SVerticalBox::Slot()
.AutoHeight()
.Padding(FMargin(0.0f, 5.0f, 0.0f, 0.0f))
[
IDocumentation::Get()->CreateToolTip(FText::FromString("Documentation"), NULL, StateNode->GetDocumentationLink(), StateNode->GetDocumentationExcerptName())
]
];
}
FText SGraphNodeAnimState::GetPreviewCornerText() const
{
UAnimStateNodeBase* StateNode = CastChecked<UAnimStateNodeBase>(GraphNode);
return FText::Format(NSLOCTEXT("SGraphNodeAnimState", "PreviewCornerStateText", "{0} state"), FText::FromString(StateNode->GetStateName()));
}
const FSlateBrush* SGraphNodeAnimState::GetNameIcon() const
{
return FEditorStyle::GetBrush( TEXT("Graph.StateNode.Icon") );
}
/////////////////////////////////////////////////////
// SGraphNodeAnimConduit
void SGraphNodeAnimConduit::Construct(const FArguments& InArgs, UAnimStateConduitNode* InNode)
{
SGraphNodeAnimState::Construct(SGraphNodeAnimState::FArguments(), InNode);
}
void SGraphNodeAnimConduit::GetNodeInfoPopups(FNodeInfoContext* Context, TArray<FGraphInformationPopupInfo>& Popups) const
{
// Intentionally empty.
}
FText SGraphNodeAnimConduit::GetPreviewCornerText() const
{
UAnimStateNodeBase* StateNode = CastChecked<UAnimStateNodeBase>(GraphNode);
return FText::Format(NSLOCTEXT("SGraphNodeAnimState", "PreviewCornerConduitText", "{0} conduit"), FText::FromString(StateNode->GetStateName()));
}
const FSlateBrush* SGraphNodeAnimConduit::GetNameIcon() const
{
return FEditorStyle::GetBrush( TEXT("Graph.ConduitNode.Icon") );
}