// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #pragma once #include "ConnectionDrawingPolicy.h" ///////////////////////////////////////////////////// // FSoundCueGraphConnectionDrawingPolicy // This class draws the connections for an UEdGraph using a SoundCue schema class FSoundCueGraphConnectionDrawingPolicy : public FConnectionDrawingPolicy { protected: // Times for one execution pair within the current graph struct FTimePair { double PredExecTime; double ThisExecTime; FTimePair() : PredExecTime(0.0) , ThisExecTime(0.0) { } }; // Map of pairings typedef TMap FExecPairingMap; // Map of nodes that preceeded before a given node in the execution sequence (one entry for each pairing) TMap PredecessorNodes; UEdGraph* GraphObj; FLinearColor ActiveColor; FLinearColor InactiveColor; float ActiveWireThickness; float InactiveWireThickness; public: FSoundCueGraphConnectionDrawingPolicy(int32 InBackLayerID, int32 InFrontLayerID, float ZoomFactor, const FSlateRect& InClippingRect, FSlateWindowElementList& InDrawElements, UEdGraph* InGraphObj); void BuildAudioFlowRoadmap(); // FConnectionDrawingPolicy interface virtual void DetermineWiringStyle(UEdGraphPin* OutputPin, UEdGraphPin* InputPin, /*inout*/ FConnectionParams& Params) override; virtual void Draw(TMap, FArrangedWidget>& PinGeometries, FArrangedChildren& ArrangedNodes) override; // End of FConnectionDrawingPolicy interface };