Files
UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Private/MaterialGraphConnectionDrawingPolicy.cpp
Ben Marsh 149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00

48 lines
1.8 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "GraphEditorCommon.h"
#include "MaterialGraphConnectionDrawingPolicy.h"
/////////////////////////////////////////////////////
// FMaterialGraphConnectionDrawingPolicy
FMaterialGraphConnectionDrawingPolicy::FMaterialGraphConnectionDrawingPolicy(int32 InBackLayerID, int32 InFrontLayerID, float ZoomFactor, const FSlateRect& InClippingRect, FSlateWindowElementList& InDrawElements, UEdGraph* InGraphObj)
: FConnectionDrawingPolicy(InBackLayerID, InFrontLayerID, ZoomFactor, InClippingRect, InDrawElements)
, MaterialGraph(CastChecked<UMaterialGraph>(InGraphObj))
, MaterialGraphSchema(CastChecked<UMaterialGraphSchema>(InGraphObj->GetSchema()))
{
// Don't want to draw ending arrowheads
ArrowImage = nullptr;
ArrowRadius = FVector2D::ZeroVector;
// Still need to be able to perceive the graph while dragging connectors, esp over comment boxes
HoverDeemphasisDarkFraction = 0.4f;
}
void FMaterialGraphConnectionDrawingPolicy::DetermineWiringStyle(UEdGraphPin* OutputPin, UEdGraphPin* InputPin, /*inout*/ float& Thickness, /*inout*/ FLinearColor& WireColor, /*inout*/bool& bDrawBubbles, /*inout*/ bool& bBidirectional)
{
WireColor = MaterialGraphSchema->ActivePinColor;
// Have to consider both pins as the input will be an 'output' when previewing a connection
if (OutputPin)
{
if (!MaterialGraph->IsInputActive(OutputPin))
{
WireColor = MaterialGraphSchema->InactivePinColor;
}
}
if (InputPin)
{
if (!MaterialGraph->IsInputActive(InputPin))
{
WireColor = MaterialGraphSchema->InactivePinColor;
}
}
const bool bDeemphasizeUnhoveredPins = HoveredPins.Num() > 0;
if (bDeemphasizeUnhoveredPins)
{
ApplyHoverDeemphasis(OutputPin, InputPin, /*inout*/ Thickness, /*inout*/ WireColor);
}
}