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#add Added UEdGraphNode::GetNodeNativeTitle to return a native title for a node. #add Added UEdGraphNode::GetNodeSearchTitle to return the native and localized title for a node, together, for searching. #add Can hold "alt" over a node (in the graph panel, or the palette) to see the native name of the node. #ttp 331252 - Blueprints: Editor: L10N: Blueprints need to consistently show localized node names and when searching need to search both the localized name and the native name #codereview justin.sargent [CL 2044506 by Michael Schoell in Main branch]
92 lines
2.6 KiB
C++
92 lines
2.6 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphPrivatePCH.h"
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#include "GraphEditorActions.h"
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#include "ScopedTransaction.h"
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/////////////////////////////////////////////////////
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// UAnimGraphNode_LayeredBoneBlend
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#define LOCTEXT_NAMESPACE "A3Nodes"
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UAnimGraphNode_LayeredBoneBlend::UAnimGraphNode_LayeredBoneBlend(const FPostConstructInitializeProperties& PCIP)
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: Super(PCIP)
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{
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}
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FLinearColor UAnimGraphNode_LayeredBoneBlend::GetNodeTitleColor() const
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{
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return FLinearColor(0.2f, 0.8f, 0.2f);
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}
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FString UAnimGraphNode_LayeredBoneBlend::GetTooltip() const
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{
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return LOCTEXT("AnimGraphNode_LayeredBoneBlend_Tooltip", "Layered blend per bone").ToString();
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}
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FText UAnimGraphNode_LayeredBoneBlend::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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return LOCTEXT("AnimGraphNode_LayeredBoneBlend_Title", "Layered blend per bone");
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}
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FString UAnimGraphNode_LayeredBoneBlend::GetNodeCategory() const
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{
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return TEXT("Blends");
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}
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void UAnimGraphNode_LayeredBoneBlend::AddPinToBlendByFilter()
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{
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FScopedTransaction Transaction( LOCTEXT("AddPinToBlend", "AddPinToBlendByFilter") );
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Modify();
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Node.AddPose();
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ReconstructNode();
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FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
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}
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void UAnimGraphNode_LayeredBoneBlend::RemovePinFromBlendByFilter(UEdGraphPin* Pin)
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{
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FScopedTransaction Transaction( LOCTEXT("RemovePinFromBlend", "RemovePinFromBlendByFilter") );
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Modify();
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UProperty* AssociatedProperty;
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int32 ArrayIndex;
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GetPinAssociatedProperty(GetFNodeType(), Pin, /*out*/ AssociatedProperty, /*out*/ ArrayIndex);
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if (ArrayIndex != INDEX_NONE)
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{
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//@TODO: ANIMREFACTOR: Need to handle moving pins below up correctly
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// setting up removed pins info
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RemovedPinArrayIndex = ArrayIndex;
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Node.RemovePose(ArrayIndex);
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ReconstructNode();
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FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
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}
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}
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void UAnimGraphNode_LayeredBoneBlend::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
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{
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if (!Context.bIsDebugging)
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{
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Context.MenuBuilder->BeginSection("AnimGraphNodeLayeredBoneblend", LOCTEXT("LayeredBoneBlend", "Layered Bone Blend"));
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{
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if (Context.Pin != NULL)
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{
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// we only do this for normal BlendList/BlendList by enum, BlendList by Bool doesn't support add/remove pins
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if (Context.Pin->Direction == EGPD_Input)
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{
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//@TODO: Only offer this option on arrayed pins
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Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().RemoveBlendListPin);
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}
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}
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else
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{
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Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().AddBlendListPin);
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}
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}
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Context.MenuBuilder->EndSection();
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}
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}
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#undef LOCTEXT_NAMESPACE |