Files
UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Private/MaterialGraphConnectionDrawingPolicy.h
Ben Marsh 7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00

37 lines
1.5 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "ConnectionDrawingPolicy.h"
class FSlateWindowElementList;
class UEdGraph;
class UMaterialGraph;
class UMaterialGraphSchema;
/////////////////////////////////////////////////////
// FMaterialGraphConnectionDrawingPolicy
// This class draws the connections for an UEdGraph using a MaterialGraph schema
class FMaterialGraphConnectionDrawingPolicy : public FConnectionDrawingPolicy
{
protected:
UMaterialGraph* MaterialGraph;
const UMaterialGraphSchema* MaterialGraphSchema;
// Each time a knot is encountered, input geometry is compared to output geometry to see if the pins on the knot need to be reversed
TMap<class UMaterialGraphNode_Knot*, bool> KnotToReversedDirectionMap;
bool ShouldChangeTangentForKnot(class UMaterialGraphNode_Knot* Knot);
bool GetAverageConnectedPosition(class UMaterialGraphNode_Knot* Knot, EEdGraphPinDirection Direction, FVector2D& OutPos) const;
bool FindPinCenter(UEdGraphPin* Pin, FVector2D& OutCenter) const;
public:
FMaterialGraphConnectionDrawingPolicy(int32 InBackLayerID, int32 InFrontLayerID, float ZoomFactor, const FSlateRect& InClippingRect, FSlateWindowElementList& InDrawElements, UEdGraph* InGraphObj);
// FConnectionDrawingPolicy interface
virtual void DetermineWiringStyle(UEdGraphPin* OutputPin, UEdGraphPin* InputPin, /*inout*/ FConnectionParams& Params) override;
// End of FConnectionDrawingPolicy interface
};