Commit Graph

29 Commits

Author SHA1 Message Date
Ben Cosh
333979f59b This modfiies the InlineEditableTextBlocks to have a multiline option and enables this on comment nodes
#UE-9118 - Graph comments (Blueprints, Materials, Sound cues, etc...) should support multiline text editing
#UE-12964 - Comment box hits (Title bar) are offset
#Branch UE4
#Proj GraphEditor, Kismet, Slate

[CL 2546952 by Ben Cosh in Main branch]
2015-05-12 06:09:01 -04:00
Michael Noland
1105b5645c Graph Editor: Allowed double-clicking to interact with splines when they overlap the body of a comment node (double-clicking on the header still activates comment editing) [UE-15209]
[CL 2543793 by Michael Noland in Main branch]
2015-05-08 17:44:46 -04:00
Ben Cosh
ac6b1e60da This modifies the comment balloons behavior on reroute nodes to be more inline other node comment balloons by enabling a toggle button and displaying by default when a comment is entered in the context menu.
#UE-12866 - Have node comments and reroute node comments act the same
#Branch UE4
#Proj Engine, GraphEditor

#includes some more general comment node / comment bubble fixes

[CL 2528202 by Ben Cosh in Main branch]
2015-04-28 04:58:34 -04:00
Ben Cosh
0dc3ecf817 Fix for broken comment node colors
#UE-14212 - Fortnite Branch: Colors no longer work on Blueprint comments
#Branch UE4
#Proj GraphEditor

[CL 2526760 by Ben Cosh in Main branch]
2015-04-27 06:45:26 -04:00
Ben Cosh
a04ac2129c Fix for the comment nodes displaying comment balloons at fulldetail
#UE-13107 - Blueprint Editor: Newly-created Comments draw a redundant comment balloon on top by default
#UE-13301 - Comment depth is editable in the details panel for comment nodes
#Branch UE4
#Proj UnrealEd, GraphEditor

[CL 2505583 by Ben Cosh in Main branch]
2015-04-08 14:54:52 -04:00
Ben Cosh
7ce2a96c63 This change enables comment balloon coloring set in the preferences and restores the comment node option to enable coloring.
#UE-13299 - Comments and comment balloons don't obey colors set in editor preferences
#Branch UE4
#Proj BehaviourTreeEditor, EnvironmentQueryEditor, GraphEditor

#codereview Dan.Oconnor

[CL 2505562 by Ben Cosh in Main branch]
2015-04-08 14:48:01 -04:00
Michael Schoell
9c0cbd9c6b Hidden comment bubbles should no longer reappear when doing unrelated actions.
#jira UE-9416 - Unpinned comment bubbles on comment blocks come back after deleting an unrelated node

[CL 2448867 by Michael Schoell in Main branch]
2015-02-17 12:27:10 -05:00
Dan Oconnor
700b762cc9 FBlurpint::OnChanged split into OnCompiled and OnChanged. Only difference is that we don't call RefreshEditors in the case of OnCompiled (we manually update displayed error information on the graph nodes)
Added Stats
Fixed bad delegate logic in BlueprintActionDatabase

[CL 2407793 by Dan Oconnor in Main branch]
2015-01-15 15:57:51 -05:00
Nick Atamas
f5e19bef14 Slate : RelativeLayoutScale is now computed in the SlatePrepass(). ComputeDesiredSize() now takes a float parameter. API-breaking change!
[CL 2406629 by Nick Atamas in Main branch]
2015-01-14 19:04:45 -05:00
Ben Cosh
1e8e5b2552 This expands recent work to resolve comment depths of all comments in a region when a single comment node is moved to that region.
#UE-3724 - LIVE: BP: If a comment box is created inside of another larger comment box the smaller box is no longer editable
#Branch UE4
#Proj GraphEditor

[CL 2397421 by Ben Cosh in Main branch]
2015-01-05 08:54:17 -05:00
Dan Hertzka
c042ddcb94 ---- 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
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Ben Cosh
ffcddfac6a To fix the comment in comment selection issues this changelist adds a node sort to the node panel and adds some functionality to help comments manage their depth in relation to one another.
#UE-3724 - LIVE: BP: If a comment box is created inside of another larger comment box the smaller box is no longer editable
#Branch UE4
#Proj UnrealEd, GraphEditor

#info this issue came about after recent changes to slate resulted in OnHitTest no longer being called by design. This changelist seeks to eliminate the requirement for this by correctly sorting the comments in arrangedchildren.

codereview Nick.Atamas

[CL 2377331 by Ben Cosh in Main branch]
2014-12-05 05:33:22 -05:00
Ben Cosh
ca02319b87 This change modifies the comment move code to consider all nodes in the panel rather than just visible.
#UE-4945 - Comment boxes no longer move all of the nodes within the box if the nodes are offscreen.
#Branch UE4
#Proj GraphEditor

[CL 2362269 by Ben Cosh in Main branch]
2014-11-17 14:04:07 -05:00
Ben Cosh
b628216c88 Modified the comment nodes to only consider their contents when they already know their own size. Previously they determined the contents on a null size which resulted in this issue.
#UE-4912 - Create comment around selected nodes fails to move nodes
#Branch UE4
#Proj GraphEditor

[CL 2352019 by Ben Cosh in Main branch]
2014-11-06 15:27:28 -05:00
Ben Cosh
3650f14795 This change makes the comment bubbles interactive widgets which allow the user to double click the comment to edit and have extra optional pinning and visibility options.
#UE-2764 - ROCKET: TASK: K2: PUNTABLE: Allow double clicking on comment bubble to edit it.
#Branch UE4
#Proj Engine, UnrealEd, Slate, GraphEditor, BehaviourTreeEditor, EnvironmentQueryEditor, EditorStyle, ReferenceViewer, WorldBrowser

#codereview Nick.Atamas

[CL 2346951 by Ben Cosh in Main branch]
2014-11-03 10:40:57 -05:00
Chris Gagnon
0e6d657c3d Refactor to unify keyboard and controller input and focus.
Native controller navigation support.

[CL 2345039 by Chris Gagnon in Main branch]
2014-10-30 12:29:36 -04:00
Wes Hunt
31e2bb00ac Removed a bunch of stuff from Slate standard include, created SlateBasics.h
* Moved Slate.h into SlateBasics.h and began shifting less commonly used headers into SlateExtras.h.
* Slate.h now simply includes SlateBasics.h and SlateExtras.h.
* Slate.h includes a deprecated warning now to indicate that SlateBasics.h + specific includes should be used instead.
* Moved dozens of inlined functions using Slate widgets into .cpp files to avoid header dependencies.
* All code samples now include SlateBasics.h and SlateExtras.h so future shifts will not break most those projects, but not trigger the deprecation warning of including Slate.h.
#BUN

[CL 2329610 by Wes Hunt in Main branch]
2014-10-14 22:50:06 -04:00
bruce nesbit
d60a5de509 Converted widget .Tag instances for tutorials to use MetaData
[CL 2286138 by bruce nesbit in Main branch]
2014-09-05 07:39:52 -04:00
bruce nesbit
a923c042f5 Revised several graphnode tags for tutorial widgets.
Added tutorial widget support for autofocus (for BP nodes

[CL 2276100 by bruce nesbit in Main branch]
2014-08-28 09:38:24 -04:00
Olaf Piesche
a8ce05faa8 Changed FindBlueprintForGraphChecked to FindBlueprintForGraph to prevent asserts from firing
#codereview: bruce.nesbit

[CL 2256706 by Olaf Piesche in Main branch]
2014-08-14 15:49:56 -04:00
Thomas Sarkanen
65c54908de CIS non-unity fixes
[CL 2256023 by Thomas Sarkanen in Main branch]
2014-08-14 07:02:37 -04:00
bruce nesbit
768c776bea Tweaked tags
#codereview Thomas.Sarkanen

[CL 2254511 by bruce nesbit in Main branch]
2014-08-13 09:22:55 -04:00
bruce nesbit
6b7fae845b Several tutorial tweaks:
Added some tags to several BP nodes (for use by tutorial)
Added provision to open relevant editor for highlighted widget
Added support for highlighting blueprints nodes

#codereview Thomas.Sarkanen

[CL 2254285 by bruce nesbit in Main branch]
2014-08-13 03:41:45 -04:00
Ben Cosh
196cf342b5 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