Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_Slot.cpp
Michael Schoell 0a41fb741e #summary Can search for nodes in the palette menu in Blueprints with both the native name and the localized name.
#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]
2014-04-23 18:30:37 -04:00

66 lines
1.6 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "GraphEditorActions.h"
#include "ScopedTransaction.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_Slot
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_Slot::UAnimGraphNode_Slot(const FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
FLinearColor UAnimGraphNode_Slot::GetNodeTitleColor() const
{
return FLinearColor(0.7f, 0.7f, 0.7f);
}
FString UAnimGraphNode_Slot::GetTooltip() const
{
return TEXT("Plays animation from code using AnimMontage");
}
FText UAnimGraphNode_Slot::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
const FText SlotName = (Node.SlotName != NAME_None) ? FText::FromName(Node.SlotName) : LOCTEXT("NoSlotName", "(No slot name)");
FFormatNamedArguments Args;
Args.Add(TEXT("SlotName"), SlotName);
if (TitleType == ENodeTitleType::ListView)
{
return FText::Format(LOCTEXT("SlotNodeListTitle", "Slot '{SlotName}'"), Args);
}
else
{
return FText::Format(LOCTEXT("SlotNodeTitle", "{SlotName}\nSlot"), Args);
}
}
FString UAnimGraphNode_Slot::GetNodeNativeTitle(ENodeTitleType::Type TitleType) const
{
// Do not setup this function for localization, intentionally left unlocalized!
const FString SlotName = (Node.SlotName != NAME_None) ? Node.SlotName.ToString() : TEXT("(No slot name)");
if (TitleType == ENodeTitleType::ListView)
{
return FString::Printf(TEXT("Slot '%s'"), *SlotName);
}
else
{
return FString::Printf(TEXT("%s\nSlot"), *SlotName);
}
}
FString UAnimGraphNode_Slot::GetNodeCategory() const
{
return TEXT("Blends");
}
#undef LOCTEXT_NAMESPACE