// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. #pragma once #include "AnimationStateMachineSchema.generated.h" /** Action to add a node to the graph */ USTRUCT() struct ANIMGRAPH_API FEdGraphSchemaAction_NewStateNode : public FEdGraphSchemaAction { GENERATED_USTRUCT_BODY() UEdGraphNode* NodeTemplate; FEdGraphSchemaAction_NewStateNode() : FEdGraphSchemaAction() , NodeTemplate(NULL) {} FEdGraphSchemaAction_NewStateNode(const FString& InNodeCategory, const FText& InMenuDesc, const FString& InToolTip, const int32 InGrouping) : FEdGraphSchemaAction(InNodeCategory, InMenuDesc, InToolTip, InGrouping) , NodeTemplate(NULL) {} virtual UEdGraphNode* PerformAction(class UEdGraph* ParentGraph, UEdGraphPin* FromPin, const FVector2D Location, bool bSelectNewNode = true) override; virtual void AddReferencedObjects( FReferenceCollector& Collector ) override; template static NodeType* SpawnNodeFromTemplate(class UEdGraph* ParentGraph, NodeType* InTemplateNode, const FVector2D Location = FVector2D(0.0f, 0.0f)) { FEdGraphSchemaAction_NewStateNode Action; Action.NodeTemplate = InTemplateNode; return Cast(Action.PerformAction(ParentGraph, NULL, Location)); } }; /** Action to create new comment */ USTRUCT() struct ANIMGRAPH_API FEdGraphSchemaAction_NewStateComment : public FEdGraphSchemaAction { GENERATED_USTRUCT_BODY(); FEdGraphSchemaAction_NewStateComment() : FEdGraphSchemaAction() {} FEdGraphSchemaAction_NewStateComment(const FString& InNodeCategory, const FText& InMenuDesc, const FString& InToolTip, const int32 InGrouping) : FEdGraphSchemaAction(InNodeCategory, InMenuDesc, InToolTip, InGrouping) {} // FEdGraphSchemaAction interface virtual UEdGraphNode* PerformAction(class UEdGraph* ParentGraph, UEdGraphPin* FromPin, const FVector2D Location, bool bSelectNewNode = true) override; // End of FEdGraphSchemaAction interface }; UCLASS(MinimalAPI) class UAnimationStateMachineSchema : public UEdGraphSchema { GENERATED_UCLASS_BODY() UPROPERTY() FString PC_Exec; // Begin UEdGraphSchema interface virtual void CreateDefaultNodesForGraph(UEdGraph& Graph) const; virtual const FPinConnectionResponse CanCreateConnection(const UEdGraphPin* A, const UEdGraphPin* B) const override; virtual bool TryCreateConnection(UEdGraphPin* A, UEdGraphPin* B) const override; virtual bool CreateAutomaticConversionNodeAndConnections(UEdGraphPin* PinA, UEdGraphPin* PinB) const; virtual void GetGraphContextActions(FGraphContextMenuBuilder& ContextMenuBuilder) const override; virtual EGraphType GetGraphType(const UEdGraph* TestEdGraph) const override; virtual void GetContextMenuActions(const UEdGraph* CurrentGraph, const UEdGraphNode* InGraphNode, const UEdGraphPin* InGraphPin, FMenuBuilder* MenuBuilder, bool bIsDebugging) const override; virtual FLinearColor GetPinTypeColor(const FEdGraphPinType& PinType) const override; virtual void GetGraphDisplayInformation(const UEdGraph& Graph, /*out*/ FGraphDisplayInfo& DisplayInfo) const override; virtual void DroppedAssetsOnGraph(const TArray& Assets, const FVector2D& GraphPosition, UEdGraph* Graph) const override; virtual void DroppedAssetsOnNode(const TArray& Assets, const FVector2D& GraphPosition, UEdGraphNode* Node) const override; virtual void DroppedAssetsOnPin(const TArray& Assets, const FVector2D& GraphPosition, UEdGraphPin* Pin) const override; virtual void GetAssetsNodeHoverMessage(const TArray& Assets, const UEdGraphNode* HoverNode, FString& OutTooltipText, bool& OutOkIcon) const override; virtual void GetAssetsPinHoverMessage(const TArray& Assets, const UEdGraphPin* HoverPin, FString& OutTooltipText, bool& OutOkIcon) const override; // End UEdGraphSchema interface };