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UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/SoundCueGraphNode_Root.cpp

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
SoundCueGraphNode_Root.cpp
=============================================================================*/
#include "UnrealEd.h"
#include "GraphEditorSettings.h"
#include "SoundCueGraphEditorCommands.h"
#define LOCTEXT_NAMESPACE "SoundCueGraphNode_Root"
/////////////////////////////////////////////////////
// USoundCueGraphNode_Root
USoundCueGraphNode_Root::USoundCueGraphNode_Root(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FLinearColor USoundCueGraphNode_Root::GetNodeTitleColor() const
{
return GetDefault<UGraphEditorSettings>()->ResultNodeTitleColor;
}
FText USoundCueGraphNode_Root::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("RootTitle", "Output");
}
FText USoundCueGraphNode_Root::GetTooltipText() const
{
return LOCTEXT("RootToolTip", "Wire the final Sound Node into this node");
}
void USoundCueGraphNode_Root::CreateInputPins()
{
CreatePin(EGPD_Input, TEXT("SoundNode"), TEXT("Root"), NULL, /*bIsArray=*/ false, /*bIsReference=*/ false, TEXT(""));
}
void USoundCueGraphNode_Root::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
{
if (Context.Pin)
{
}
else if (Context.Node)
{
Context.MenuBuilder->BeginSection("SoundCueGraphNodePlay");
{
Context.MenuBuilder->AddMenuEntry(FSoundCueGraphEditorCommands::Get().PlayNode);
}
Context.MenuBuilder->EndSection();
}
}
#undef LOCTEXT_NAMESPACE