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

76 lines
1.9 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "GraphEditorActions.h"
#include "ScopedTransaction.h"
#include "AnimGraphNode_Slot.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);
}
FText UAnimGraphNode_Slot::GetTooltipText() const
{
return LOCTEXT("AnimSlotNode_Tooltip", "Plays animation from code using AnimMontage");
}
FText UAnimGraphNode_Slot::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if (Node.SlotName != NAME_None)
{
if (TitleType == ENodeTitleType::ListView)
{
return LOCTEXT("SlotNodeListTitle_NoName", "Slot '(No slot name)'");
}
else
{
return LOCTEXT("SlotNodeTitle_NoName", "(No slot name)\nSlot");
}
}
else if (!CachedNodeTitles.IsTitleCached(TitleType))
{
FFormatNamedArguments Args;
Args.Add(TEXT("SlotName"), FText::FromName(Node.SlotName));
// FText::Format() is slow, so we cache this to save on performance
if (TitleType == ENodeTitleType::ListView)
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("SlotNodeListTitle", "Slot '{SlotName}'"), Args));
}
else
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("SlotNodeTitle", "{SlotName}\nSlot"), Args));
}
}
return CachedNodeTitles[TitleType];
}
FString UAnimGraphNode_Slot::GetNodeCategory() const
{
return TEXT("Blends");
}
void UAnimGraphNode_Slot::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
{
UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
if (AnimBlueprint->TargetSkeleton)
{
AnimBlueprint->TargetSkeleton->AddSlotNodeName(Node.SlotName);
AnimBlueprint->TargetSkeleton->AddSlotGroupName(Node.GroupName);
}
}
#undef LOCTEXT_NAMESPACE