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

131 lines
4.8 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "GraphEditorActions.h"
#include "ScopedTransaction.h"
#include "Kismet2NameValidators.h"
#include "K2ActionMenuBuilder.h" // for FK2ActionMenuBuilder::AddNewNodeAction()
#include "AnimGraphNode_SaveCachedPose.h"
#include "BlueprintNodeSpawner.h"
#include "BlueprintActionDatabaseRegistrar.h"
/////////////////////////////////////////////////////
// FCachedPoseNameValidator
class FCachedPoseNameValidator : public FStringSetNameValidator
{
public:
FCachedPoseNameValidator(class UBlueprint* InBlueprint, const FString& InExistingName)
: FStringSetNameValidator(InExistingName)
{
TArray<UAnimGraphNode_SaveCachedPose*> Nodes;
FBlueprintEditorUtils::GetAllNodesOfClass<UAnimGraphNode_SaveCachedPose>(InBlueprint, Nodes);
for (auto Node : Nodes)
{
Names.Add(Node->CacheName);
}
}
};
/////////////////////////////////////////////////////
// UAnimGraphNode_ComponentToLocalSpace
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_SaveCachedPose::UAnimGraphNode_SaveCachedPose(const FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
bCanRenameNode = true;
}
FText UAnimGraphNode_SaveCachedPose::GetTooltipText() const
{
return LOCTEXT("SaveCachedPose_Tooltip", "Denotes an animation tree that can be referenced elsewhere in the blueprint, which will be evaluated at most once per frame and then cached.");
}
FText UAnimGraphNode_SaveCachedPose::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if (TitleType == ENodeTitleType::EditableTitle)
{
return FText::FromString(CacheName);
}
else if ((TitleType == ENodeTitleType::ListView) && CacheName.IsEmpty())
{
return LOCTEXT("NewSaveCachedPose", "New Save cached pose...");
}
else if (CachedNodeTitle.IsOutOfDate())
{
FFormatNamedArguments Args;
Args.Add(TEXT("NodeTitle"), FText::FromString(CacheName));
CachedNodeTitle = FText::Format(LOCTEXT("AnimGraphNode_SaveCachedPose_Title", "Save cached pose '{NodeTitle}'"), Args);
}
return CachedNodeTitle;
}
FString UAnimGraphNode_SaveCachedPose::GetNodeCategory() const
{
return TEXT("Cached Poses");
}
void UAnimGraphNode_SaveCachedPose::GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const
{
//@TODO: Check the type of the from pin to make sure it's a pose
if ((ContextMenuBuilder.FromPin == NULL) || (ContextMenuBuilder.FromPin->Direction == EGPD_Output))
{
// Disallow the graph being cached from residing in a state for safety and sanity; the tree is in effect it's own graph entirely and should be treated that way
const bool bNotInStateMachine = ContextMenuBuilder.CurrentGraph->GetOuter()->IsA(UAnimBlueprint::StaticClass());
if (bNotInStateMachine)
{
// Offer save cached pose
UAnimGraphNode_SaveCachedPose* SaveCachedPose = NewObject<UAnimGraphNode_SaveCachedPose>();
SaveCachedPose->CacheName = TEXT("SavedPose") + FString::FromInt(FMath::Rand());
TSharedPtr<FEdGraphSchemaAction_K2NewNode> SaveCachedPoseAction = FK2ActionMenuBuilder::AddNewNodeAction(ContextMenuBuilder, GetNodeCategory(), LOCTEXT("NewSaveCachedPose", "New Save cached pose..."), SaveCachedPose->GetTooltipText().ToString(), 0, SaveCachedPose->GetKeywords());
SaveCachedPoseAction->NodeTemplate = SaveCachedPose;
}
}
}
void UAnimGraphNode_SaveCachedPose::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
auto PostSpawnSetupLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode)
{
UAnimGraphNode_SaveCachedPose* CachedPoseNode = CastChecked<UAnimGraphNode_SaveCachedPose>(NewNode);
// we use an empty CacheName in GetNodeTitle() to relay the proper menu title
if (!bIsTemplateNode)
{
// @TODO: is the idea that this name is unique? what if Rand() hit twice? why not MakeUniqueObjectName()?
CachedPoseNode->CacheName = TEXT("SavedPose") + FString::FromInt(FMath::Rand());
}
};
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(PostSpawnSetupLambda);
ActionRegistrar.AddBlueprintAction(NodeSpawner);
}
bool UAnimGraphNode_SaveCachedPose::IsCompatibleWithGraph(const UEdGraph* TargetGraph) const
{
//EGraphType GraphType = TargetGraph->GetSchema()->GetGraphType(TargetGraph);
//bool const bIsNotStateMachine = (GraphType != GT_StateMachine);
bool const bIsNotStateMachine = TargetGraph->GetOuter()->IsA(UAnimBlueprint::StaticClass());
return bIsNotStateMachine && Super::IsCompatibleWithGraph(TargetGraph);
}
void UAnimGraphNode_SaveCachedPose::OnRenameNode(const FString& NewName)
{
CacheName = NewName;
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
}
TSharedPtr<class INameValidatorInterface> UAnimGraphNode_SaveCachedPose::MakeNameValidator() const
{
return MakeShareable(new FCachedPoseNameValidator(GetBlueprint(), CacheName));
}
#undef LOCTEXT_NAMESPACE