Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_StateMachineBase.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

175 lines
5.7 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "GraphEditorActions.h"
#include "ScopedTransaction.h"
#include "EdGraphUtilities.h"
#include "Kismet2NameValidators.h"
/////////////////////////////////////////////////////
// FAnimStateMachineNodeNameValidator
class FAnimStateMachineNodeNameValidator : public FStringSetNameValidator
{
public:
FAnimStateMachineNodeNameValidator(const UAnimGraphNode_StateMachineBase* InStateMachineNode)
: FStringSetNameValidator(FString())
{
TArray<UAnimGraphNode_StateMachineBase*> Nodes;
UAnimationGraph* StateMachine = CastChecked<UAnimationGraph>(InStateMachineNode->GetOuter());
StateMachine->GetNodesOfClassEx<UAnimGraphNode_StateMachine, UAnimGraphNode_StateMachineBase>(Nodes);
for (auto NodeIt = Nodes.CreateIterator(); NodeIt; ++NodeIt)
{
auto Node = *NodeIt;
if (Node != InStateMachineNode)
{
Names.Add(Node->GetStateMachineName());
}
}
}
};
/////////////////////////////////////////////////////
// UAnimGraphNode_StateMachineBase
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_StateMachineBase::UAnimGraphNode_StateMachineBase(const FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
FLinearColor UAnimGraphNode_StateMachineBase::GetNodeTitleColor() const
{
return FLinearColor(0.8f, 0.8f, 0.8f);
}
FString UAnimGraphNode_StateMachineBase::GetTooltip() const
{
return TEXT("Animation State Machine");
}
FText UAnimGraphNode_StateMachineBase::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
const FText FirstLine = (EditorStateMachineGraph != NULL) ? FText::FromString(EditorStateMachineGraph->GetName()) : LOCTEXT("ErrorNoGraph", "Error: No Graph");
if(TitleType == ENodeTitleType::FullTitle)
{
FFormatNamedArguments Args;
Args.Add(TEXT("Title"), FirstLine);
return FText::Format(LOCTEXT("StateMachineFullTitle", "{Title}\nState Machine"), Args);
}
return FirstLine;
}
FString UAnimGraphNode_StateMachineBase::GetNodeNativeTitle(ENodeTitleType::Type TitleType) const
{
// Do not setup this function for localization, intentionally left unlocalized!
FString FirstLine = (EditorStateMachineGraph != NULL) ? EditorStateMachineGraph->GetName() : TEXT("Error: No Graph");
if(TitleType == ENodeTitleType::FullTitle)
{
return FirstLine + TEXT("\nState Machine");
}
return FirstLine;
}
FString UAnimGraphNode_StateMachineBase::GetNodeCategory() const
{
return TEXT("State Machines");
}
void UAnimGraphNode_StateMachineBase::GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const
{
if ((ContextMenuBuilder.FromPin == NULL) || ((ContextMenuBuilder.FromPin->Direction == EGPD_Input) && (ContextMenuBuilder.FromPin->PinType.PinSubCategoryObject == FPoseLink::StaticStruct())))
{
TSharedPtr<FEdGraphSchemaAction_K2NewNode> MenuEntry = CreateDefaultMenuEntry(ContextMenuBuilder);
MenuEntry->MenuDescription = LOCTEXT("AddNewStateMachine", "Add New State Machine...");
MenuEntry->TooltipDescription = LOCTEXT("AddNewStateMachine_Tooltip", "Create a new state machine").ToString();
}
}
void UAnimGraphNode_StateMachineBase::PostPlacedNewNode()
{
// Create a new animation graph
check(EditorStateMachineGraph == NULL);
EditorStateMachineGraph = CastChecked<UAnimationStateMachineGraph>(FBlueprintEditorUtils::CreateNewGraph(this, NAME_None, UAnimationStateMachineGraph::StaticClass(), UAnimationStateMachineSchema::StaticClass()));
check(EditorStateMachineGraph);
EditorStateMachineGraph->OwnerAnimGraphNode = this;
// Find an interesting name
TSharedPtr<INameValidatorInterface> NameValidator = FNameValidatorFactory::MakeValidator(this);
FBlueprintEditorUtils::RenameGraphWithSuggestion(EditorStateMachineGraph, NameValidator, TEXT("New State Machine"));
// Initialize the anim graph
const UEdGraphSchema* Schema = EditorStateMachineGraph->GetSchema();
Schema->CreateDefaultNodesForGraph(*EditorStateMachineGraph);
// Add the new graph as a child of our parent graph
GetGraph()->SubGraphs.Add(EditorStateMachineGraph);
}
UObject* UAnimGraphNode_StateMachineBase::GetJumpTargetForDoubleClick() const
{
// Open the state machine graph
return EditorStateMachineGraph;
}
void UAnimGraphNode_StateMachineBase::DestroyNode()
{
UEdGraph* GraphToRemove = EditorStateMachineGraph;
EditorStateMachineGraph = NULL;
Super::DestroyNode();
if (GraphToRemove)
{
UBlueprint* Blueprint = GetBlueprint();
GraphToRemove->Modify();
FBlueprintEditorUtils::RemoveGraph(Blueprint, GraphToRemove, EGraphRemoveFlags::Recompile);
}
}
void UAnimGraphNode_StateMachineBase::PostPasteNode()
{
Super::PostPasteNode();
// Add the new graph as a child of our parent graph
UEdGraph* ParentGraph = CastChecked<UEdGraph>(GetGraph());
ParentGraph->SubGraphs.Add(EditorStateMachineGraph);
// Find an interesting name
TSharedPtr<INameValidatorInterface> NameValidator = FNameValidatorFactory::MakeValidator(this);
FBlueprintEditorUtils::RenameGraphWithSuggestion(EditorStateMachineGraph, NameValidator, EditorStateMachineGraph->GetName());
//restore transactional flag that is lost during copy/paste process
EditorStateMachineGraph->SetFlags(RF_Transactional);
}
FString UAnimGraphNode_StateMachineBase::GetStateMachineName()
{
return (EditorStateMachineGraph != NULL) ? *(EditorStateMachineGraph->GetName()) : TEXT("(null)");
}
TSharedPtr<class INameValidatorInterface> UAnimGraphNode_StateMachineBase::MakeNameValidator() const
{
return MakeShareable(new FAnimStateMachineNodeNameValidator(this));
}
FString UAnimGraphNode_StateMachineBase::GetDocumentationLink() const
{
return TEXT("Shared/GraphNodes/AnimationStateMachine");
}
void UAnimGraphNode_StateMachineBase::OnRenameNode(const FString& NewName)
{
FBlueprintEditorUtils::RenameGraph(EditorStateMachineGraph, NewName);
}
#undef LOCTEXT_NAMESPACE