Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_ModifyBone.cpp
2014-09-04 11:25:05 -04:00

57 lines
1.8 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "AnimGraphNode_ModifyBone.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_ModifyBone
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_ModifyBone::UAnimGraphNode_ModifyBone(const FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
FText UAnimGraphNode_ModifyBone::GetControllerDescription() const
{
return LOCTEXT("TransformModifyBone", "Transform (Modify) Bone");
}
FString UAnimGraphNode_ModifyBone::GetKeywords() const
{
return TEXT("Modify, Transform");
}
FText UAnimGraphNode_ModifyBone::GetTooltipText() const
{
return LOCTEXT("AnimGraphNode_ModifyBone_Tooltip", "The Transform Bone node alters the transform - i.e. Translation, Rotation, or Scale - of the bone");
}
FText UAnimGraphNode_ModifyBone::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if ((TitleType == ENodeTitleType::ListView) && (Node.BoneToModify.BoneName == NAME_None))
{
return GetControllerDescription();
}
else if (!CachedNodeTitles.IsTitleCached(TitleType))
{
FFormatNamedArguments Args;
Args.Add(TEXT("ControllerDescription"), GetControllerDescription());
Args.Add(TEXT("BoneName"), FText::FromName(Node.BoneToModify.BoneName));
// FText::Format() is slow, so we cache this to save on performance
if (TitleType == ENodeTitleType::ListView)
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_ModifyBone_ListTitle", "{ControllerDescription} - Bone: {BoneName}"), Args));
}
else
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_ModifyBone_Title", "{ControllerDescription}\nBone: {BoneName}"), Args));
}
}
return CachedNodeTitles[TitleType];
}
#undef LOCTEXT_NAMESPACE