Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimStateConduitNode.cpp
Thomas Sarkanen 8ba3c4c087 Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4643671
#rb none
#jira none

[CL 4665410 by Thomas Sarkanen in Dev-Anim branch]
2018-12-17 06:31:16 -05:00

165 lines
4.7 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AnimStateConduitNode.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "AnimStateTransitionNode.h"
#include "Kismet2/Kismet2NameValidators.h"
#include "Kismet2/CompilerResultsLog.h"
#include "AnimationTransitionGraph.h"
#include "AnimationConduitGraphSchema.h"
#include "AnimGraphNode_TransitionResult.h"
#define LOCTEXT_NAMESPACE "AnimStateConduitNode"
/////////////////////////////////////////////////////
// UAnimStateConduitNode
UAnimStateConduitNode::UAnimStateConduitNode(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
bCanRenameNode = true;
}
void UAnimStateConduitNode::AllocateDefaultPins()
{
CreatePin(EGPD_Input, TEXT("Transition"), TEXT("In"));
CreatePin(EGPD_Output, TEXT("Transition"), TEXT("Out"));
}
void UAnimStateConduitNode::AutowireNewNode(UEdGraphPin* FromPin)
{
Super::AutowireNewNode(FromPin);
if (FromPin)
{
if (GetSchema()->TryCreateConnection(FromPin, GetInputPin()))
{
FromPin->GetOwningNode()->NodeConnectionListChanged();
}
}
}
FText UAnimStateConduitNode::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return FText::FromString(GetStateName());
}
FText UAnimStateConduitNode::GetTooltipText() const
{
return LOCTEXT("ConduitNodeTooltip", "This is a conduit, which allows specification of a predicate condition for an entire group of transitions");
}
FString UAnimStateConduitNode::GetStateName() const
{
return (BoundGraph != NULL) ? *(BoundGraph->GetName()) : TEXT("(null)");
}
UEdGraphPin* UAnimStateConduitNode::GetInputPin() const
{
return Pins[0];
}
UEdGraphPin* UAnimStateConduitNode::GetOutputPin() const
{
return Pins[1];
}
void UAnimStateConduitNode::GetTransitionList(TArray<class UAnimStateTransitionNode*>& OutTransitions, bool bWantSortedList)
{
// Normal transitions
for (int32 LinkIndex = 0; LinkIndex < Pins[1]->LinkedTo.Num(); ++LinkIndex)
{
UEdGraphNode* TargetNode = Pins[1]->LinkedTo[LinkIndex]->GetOwningNode();
if (UAnimStateTransitionNode* Transition = Cast<UAnimStateTransitionNode>(TargetNode))
{
OutTransitions.Add(Transition);
}
}
// Sort the transitions by priority order, lower numbers are higher priority
if (bWantSortedList)
{
struct FCompareTransitionsByPriority
{
FORCEINLINE bool operator()(const UAnimStateTransitionNode& A, const UAnimStateTransitionNode& B) const
{
return A.PriorityOrder < B.PriorityOrder;
}
};
OutTransitions.Sort(FCompareTransitionsByPriority());
}
}
void UAnimStateConduitNode::PostPlacedNewNode()
{
// Create a new animation graph
check(BoundGraph == NULL);
BoundGraph = FBlueprintEditorUtils::CreateNewGraph(
this,
NAME_None,
UAnimationTransitionGraph::StaticClass(),
UAnimationConduitGraphSchema::StaticClass());
check(BoundGraph);
// Find an interesting name
TSharedPtr<INameValidatorInterface> NameValidator = FNameValidatorFactory::MakeValidator(this);
FBlueprintEditorUtils::RenameGraphWithSuggestion(BoundGraph, NameValidator, TEXT("Conduit"));
// Initialize the transition graph
const UEdGraphSchema* Schema = BoundGraph->GetSchema();
Schema->CreateDefaultNodesForGraph(*BoundGraph);
// Add the new graph as a child of our parent graph
UEdGraph* ParentGraph = GetGraph();
if(ParentGraph->SubGraphs.Find(BoundGraph) == INDEX_NONE)
{
ParentGraph->SubGraphs.Add(BoundGraph);
}
}
void UAnimStateConduitNode::DestroyNode()
{
UEdGraph* GraphToRemove = BoundGraph;
BoundGraph = NULL;
Super::DestroyNode();
if (GraphToRemove)
{
UBlueprint* Blueprint = FBlueprintEditorUtils::FindBlueprintForNodeChecked(this);
FBlueprintEditorUtils::RemoveGraph(Blueprint, GraphToRemove, EGraphRemoveFlags::Recompile);
}
}
void UAnimStateConduitNode::ValidateNodeDuringCompilation(class FCompilerResultsLog& MessageLog) const
{
Super::ValidateNodeDuringCompilation(MessageLog);
UAnimationTransitionGraph* TransGraph = CastChecked<UAnimationTransitionGraph>(BoundGraph);
UAnimGraphNode_TransitionResult* ResultNode = TransGraph->GetResultNode();
check(ResultNode);
UEdGraphPin* BoolResultPin = ResultNode->Pins[0];
if ((BoolResultPin->LinkedTo.Num() == 0) && (BoolResultPin->DefaultValue.ToBool() == false))
{
MessageLog.Warning(TEXT("@@ will never be taken, please connect something to @@"), this, BoolResultPin);
}
}
FString UAnimStateConduitNode::GetDesiredNewNodeName() const
{
return TEXT("Conduit");
}
void UAnimStateConduitNode::PostPasteNode()
{
// Find an interesting name, but try to keep the same if possible
TSharedPtr<INameValidatorInterface> NameValidator = FNameValidatorFactory::MakeValidator(this);
FBlueprintEditorUtils::RenameGraphWithSuggestion(BoundGraph, NameValidator, GetStateName());
Super::PostPasteNode();
}
#undef LOCTEXT_NAMESPACE