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

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// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GraphEditorCommon.h"
#include "GraphEditor.h"
#include "GraphEditorModule.h"
#include "GraphEditorActions.h"
#include "ScopedTransaction.h"
#include "SGraphEditorActionMenu.h"
#include "EdGraphUtilities.h"
/////////////////////////////////////////////////////
// SGraphEditorImpl
class SGraphEditorImpl : public SGraphEditor
{
public:
SLATE_BEGIN_ARGS( SGraphEditorImpl )
: _AdditionalCommands( TSharedPtr<FUICommandList>() )
, _IsEditable(true)
, _DisplayAsReadOnly(false)
{}
SLATE_ARGUMENT(TSharedPtr<FUICommandList>, AdditionalCommands)
SLATE_ATTRIBUTE( bool, IsEditable )
SLATE_ATTRIBUTE( bool, DisplayAsReadOnly )
SLATE_ARGUMENT( TSharedPtr<SWidget>, TitleBar )
SLATE_ATTRIBUTE( FGraphAppearanceInfo, Appearance )
SLATE_ARGUMENT( UEdGraph*, GraphToEdit )
SLATE_ARGUMENT( UEdGraph*, GraphToDiff )
SLATE_ARGUMENT(SGraphEditor::FGraphEditorEvents, GraphEvents)
SLATE_ARGUMENT(bool, AutoExpandActionMenu)
SLATE_EVENT(FSimpleDelegate, OnNavigateHistoryBack)
SLATE_EVENT(FSimpleDelegate, OnNavigateHistoryForward)
/** Show overlay elements for the graph state such as the PIE and read-only borders and text */
SLATE_ATTRIBUTE(bool, ShowGraphStateOverlay)
SLATE_END_ARGS()
void Construct( const FArguments& InArgs );
private:
TSharedPtr< FUICommandList > Commands;
mutable TSet<UEdGraphNode*> SelectedNodeCache;
/** The panel contains the GraphNode widgets, draws the connections, etc */
SOverlay::FOverlaySlot* GraphPanelSlot;
TSharedPtr<SGraphPanel> GraphPanel;
TSharedPtr<SWidget> TitleBar;
UEdGraphPin* GraphPinForMenu;
/** Info on the appearance */
TAttribute<FGraphAppearanceInfo> Appearance;
SGraphEditor::FOnFocused OnFocused;
SGraphEditor::FOnCreateActionMenu OnCreateActionMenu;
TAttribute<bool> IsEditable;
/** Attribute for displaying the graph as read-only, which is a visual state only where IsEditable is a functional state */
TAttribute<bool> DisplayAsReadOnly;
bool bAutoExpandActionMenu;
/** Whether to show the state (read only / PIE etc) Overlay on the panel */
TAttribute<bool> ShowGraphStateOverlay;
//FOnViewChanged OnViewChanged;
TArray< TWeakPtr<SGraphEditor> > LockedGraphs;
/** Function to check whether PIE is active to display "Simulating" text in graph panel*/
EVisibility PIENotification( ) const;
/** Function to check whether we should show read-only text in the panel */
EVisibility ReadOnlyVisibility() const;
/** Returns dynamic text, meant to passively instruct the user on what to do in the graph */
FText GetInstructionText() const;
/** Function to check whether we should show instruction text to the user */
EVisibility InstructionTextVisibility() const;
/** Returns a 0.0 to 1.0 value, denoting the instruction text's fade percent */
float GetInstructionTextFade() const;
/** A dynamic tint for the instruction text (allows us to nicely fade it in/out) */
FLinearColor InstructionTextTint() const;
/** Determines the color of the box containing the instruction text */
FSlateColor InstructionBorderColor() const;
/** Notification list to pass messages to editor users */
TSharedPtr<SNotificationList> NotificationListPtr;
/** Callback to navigate backward in the history */
FSimpleDelegate OnNavigateHistoryBack;
/** Callback to navigate forward in the history */
FSimpleDelegate OnNavigateHistoryForward;
/** Invoked when a node is created by a keymap */
FOnNodeSpawnedByKeymap OnNodeSpawnedByKeymap;
public:
virtual ~SGraphEditorImpl();
void OnClosedActionMenu();
FActionMenuContent GraphEd_OnGetContextMenuFor(const FGraphContextMenuArguments& SpawnInfo);
---- 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 GraphEd_OnPanelUpdated();
// SWidget interface
virtual void Tick( const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime ) override;
void FocusLockedEditorHere();
virtual FReply OnFocusReceived( const FGeometry& MyGeometry, const FFocusEvent& InFocusEvent ) override;
virtual FReply OnMouseButtonDown( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent ) override;
virtual FReply OnKeyDown( const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent ) override;
virtual bool SupportsKeyboardFocus() const override;
// End of SWidget interface
// SGraphEditor interface
virtual const TSet<class UObject*>& GetSelectedNodes() const override;
virtual void ClearSelectionSet() override;
virtual void SetNodeSelection(UEdGraphNode* Node, bool bSelect) override;
virtual void SelectAllNodes() override;
virtual FVector2D GetPasteLocation() const override;
virtual bool IsNodeTitleVisible( const UEdGraphNode* Node, bool bRequestRename ) override;
virtual void JumpToNode( const UEdGraphNode* JumpToMe, bool bRequestRename = false, bool bSelectNode = true ) override;
virtual void JumpToPin( const UEdGraphPin* JumpToMe ) override;
virtual UEdGraphPin* GetGraphPinForMenu() override;
virtual void ZoomToFit(bool bOnlySelection) override;
virtual bool GetBoundsForSelectedNodes( class FSlateRect& Rect, float Padding) override;
virtual void NotifyGraphChanged() override;
virtual TSharedPtr<SWidget> GetTitleBar() const override;
virtual void SetViewLocation(const FVector2D& Location, float ZoomAmount) override;
virtual void GetViewLocation(FVector2D& Location, float& ZoomAmount) override;
virtual void LockToGraphEditor(TWeakPtr<SGraphEditor> Other) override;
virtual void UnlockFromGraphEditor(TWeakPtr<SGraphEditor> Other) override;
virtual void AddNotification ( FNotificationInfo& Info, bool bSuccess ) override;
virtual void SetPinVisibility(SGraphEditor::EPinVisibility Visibility) override;
// End of SGraphEditor interface
protected:
//
// COMMAND HANDLING
//
bool CanReconstructNodes() const;
bool CanBreakNodeLinks() const;
bool CanBreakPinLinks() const;
void ReconstructNodes();
void BreakNodeLinks();
void BreakPinLinks(bool bSendNodeNotification);
// SGraphEditor interface
virtual void OnGraphChanged( const FEdGraphEditAction& InAction ) override;
// End of SGraphEditorInterface
---- 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
private:
/** One-off active timer to ensure the graph is refreshes as needed */
EActiveTimerReturnType 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
FText GetZoomText() const;
FSlateColor GetZoomTextColorAndOpacity() const;
bool IsGraphEditable() const;
/** Helper function to decide whether to display the graph in a read-only state */
bool DisplayGraphAsReadOnly() const;
bool IsLocked() const;
---- 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
private:
bool bIsActiveTimerRegistered;
};