// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved. /*============================================================================= SoundCueGraphNode_Root.cpp =============================================================================*/ #include "SoundCueGraph/SoundCueGraphNode_Root.h" #include "Framework/MultiBox/MultiBoxBuilder.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()->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"), NAME_None); } 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