Files
UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Private/SNodePanel.cpp
Ben Marsh 30f891786a Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3847469)
#lockdown Nick.Penwarden
#rb none

============================
  MAJOR FEATURES & CHANGES
============================

Change 3805828 by Gil.Gribb

	UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.

Change 3806784 by Ben.Marsh

	UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.

Change 3807549 by Graeme.Thornton

	Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.

Change 3807727 by Graeme.Thornton

	Unhide the text asset format experimental editor option

Change 3807746 by Josh.Engebretson

	Remove WER from iOS platform

Change 3807928 by Robert.Manuszewski

	When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet

Change 3808221 by Steve.Robb

	GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()

	^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.

Change 3809233 by Graeme.Thornton

	TBA: Misc changes to text asset commandlet
	 - Rename mode to "loadsave"
	 - Add -outputFormat option which can be assigned "text" or "binary"
	 - When saving binary, use a differentiated filename so that source assets aren't overwritten

Change 3809518 by Ben.Marsh

	Remove the outdated UnrealSync automation script.

Change 3809643 by Steve.Robb

	GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value

	#jira UE-53037

Change 3809862 by Steve.Robb

	GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately

	#jira UE-42593

Change 3811190 by Graeme.Thornton

	Add support for writing specific log channels to their own files

Change 3811197 by Graeme.Thornton

	Minor updates to output formatting and timing for the text asset commandlet

Change 3811257 by Robert.Manuszewski

	Cluster creation will now be time-sliced

Change 3811565 by Steve.Robb

	Define out non-monolithic module functions.

Change 3812561 by Steve.Robb

	GitHub #3886 : Enable Brace-Initialization for Declaring Variables

	Incorrect semi-colon search removed after discussion with author.
	Test added.

	#jira UE-48242

Change 3812864 by Steve.Robb

	Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.

	See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html

	#jira UE-53089

Change 3820358 by Ben.Marsh

	PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)


Change 3822594 by Ben.Marsh

	UAT: Improvements to log file handling.

	- Always create log files in the final location, rather than writing to a temp directory and copying in later.
	- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
	- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
	- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.

Change 3823695 by Ben.Marsh

	UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).

	Now always queries changes up to the last change for which zipped binaries are available.

Change 3823845 by Ben.Marsh

	UBT: Exclude C# projects for unsupported platforms when generating project files.

Change 3824180 by Ben.Marsh

	UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).

	#jira

Change 3825777 by Steve.Robb

	Fix to return value of StringToBytes.

Change 3825810 by Ben.Marsh

	UBT: Reduce length of include paths for MSVC toolchain.

Change 3825822 by Robert.Manuszewski

	Optimized PIE lazy pointer fixup. Should be up to 8x faster now.

Change 3826734 by Ben.Marsh

	Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.

Change 3827730 by Steve.Robb

	Try to avoid decltype(auto) if it's not supported.

	See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html

Change 3827745 by Steve.Robb

	Initializer list support for TMap.

Change 3827770 by Steve.Robb

	GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()

	#jira UE-53813

Change 3829189 by Ben.Marsh

	UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.

Change 3830444 by Steve.Robb

	BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
	This should be revisited when Core has its own JSON library.

Change 3830718 by Ben.Marsh

	Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.

	The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.

	For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.

	When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.

	#jira UE-53845

Change 3831064 by Ben.Marsh

	Fix log file contention when spawning UBT recursively.

Change 3832654 by Ben.Marsh

	UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.

Change 3832680 by Ben.Marsh

	UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.

Change 3832695 by Ben.Marsh

	UGS: Invert the options in the 'Show Changes' submenu for simplicity.

Change 3833528 by Ben.Marsh

	UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].

Change 3833543 by Ben.Marsh

	UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.

Change 3834354 by Robert.Manuszewski

	Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.

	#jira UE-52035

Change 3834400 by Robert.Manuszewski

	Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.

	#jira UE-52035

Change 3834947 by Steve.Robb

	USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.

Change 3835004 by Ben.Marsh

	Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.

Change 3835340 by Ben.Marsh

	Fix errors making installed build from directories with spaces in the name.

Change 3835972 by Ben.Marsh

	UBT: Improved diagnostic message for targets which don't need a version file.

Change 3836019 by Ben.Marsh

	UBT: Fix warnings caused by defining linkage macros for third party libraries.

Change 3836269 by Ben.Marsh

	Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.

Change 3836543 by Ben.Marsh

	Enable SoundMod plugin on Linux, since it's already supported through the editor.

Change 3836546 by Ben.Marsh

	PR #4412: fix type mismatch (Contributed by nakapon)


Change 3836805 by Ben.Marsh

	Fix commandlet to compile marketplace plugins.

Change 3836829 by Ben.Marsh

	UBT: Fix ability to precompile plugins from installed engine builds.

Change 3837036 by Ben.Marsh

	UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.

Change 3837037 by Ben.Marsh

	UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).

Change 3837040 by Ben.Marsh

	UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.

Change 3837247 by Ben.Marsh

	UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).

	Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.

Change 3837262 by Ben.Marsh

	UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.

	Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.

Change 3837343 by Ben.Marsh

	UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.

Change 3837356 by Ben.Marsh

	Fix invalid character encodings.

Change 3837727 by Graeme.Thornton

	UnrealPak: KeyGenerator: Only generate prime table when required, not all the time

Change 3837823 by Ben.Marsh

	UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.

Change 3837831 by Graeme.Thornton

	UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives

Change 3837857 by Robert.Manuszewski

	PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)


Change 3837943 by Robert.Manuszewski

	PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)


Change 3838451 by Ben.Marsh

	UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.

	#jira UE-53996

Change 3839519 by Ben.Marsh

	UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.

Change 3843790 by Graeme.Thornton

	UnrealPak: Log the size of all encrypted data

Change 3844258 by Ben.Marsh

	Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.

	Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.

	#jira UE-54157

Change 3845796 by Ben.Marsh

	Workaround for slow performance of String.EndsWith() on Mono.

Change 3845823 by Ben.Marsh

	Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.

	#jira UE-54123

Change 3845901 by Arciel.Rekman

	Linux: fix crash due to lambda lifetime issues (UE-54040).

	- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).

	(Edigrating 3819174 to Dev-Core)

Change 3846439 by Ben.Marsh

	Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.

	Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.

Change 3816608 by Ben.Marsh

	UBT: Use DirectoryReference objects for all include paths.

Change 3816954 by Ben.Marsh

	UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.

Change 3816986 by Ben.Marsh

	UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.

Change 3816991 by Ben.Marsh

	UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.

Change 3823090 by Ben.Marsh

	UAT: Improve logging for child UAT instances.

	- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
	- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
	- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
	- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.

Change 3826082 by Ben.Marsh

	UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.

Change 3827025 by Ben.Marsh

	UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.

Change 3829927 by James.Hopkin

	Made HTTP interface const correct

Change 3833533 by Ben.Marsh

	Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.

Change 3835826 by Ben.Marsh

	UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.

Change 3835969 by Ben.Marsh

	UBT: Fix cases where text is being written directly to the console rather than via logging functions.

Change 3837777 by Steve.Robb

	Format string type checking added to FOutputDevice::Logf.
	Fixes for those.

Change 3838569 by Steve.Robb

	Algo moved up a folder.

[CL 3847482 by Ben Marsh in Main branch]
2018-01-20 11:19:29 -05:00

1703 lines
55 KiB
C++

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#include "SNodePanel.h"
#include "Rendering/DrawElements.h"
#include "Fonts/FontMeasure.h"
#include "Framework/Application/SlateApplication.h"
#include "Classes/EditorStyleSettings.h"
#include "Settings/LevelEditorViewportSettings.h"
#include "ScopedTransaction.h"
#include "GraphEditorSettings.h"
struct FZoomLevelEntry
{
public:
FZoomLevelEntry(float InZoomAmount, const FText& InDisplayText, EGraphRenderingLOD::Type InLOD)
: DisplayText(FText::Format(NSLOCTEXT("GraphEditor", "Zoom", "Zoom {0}"), InDisplayText))
, ZoomAmount(InZoomAmount)
, LOD(InLOD)
{
}
public:
FText DisplayText;
float ZoomAmount;
EGraphRenderingLOD::Type LOD;
};
struct FFixedZoomLevelsContainer : public FZoomLevelsContainer
{
FFixedZoomLevelsContainer()
{
ZoomLevels.Reserve(20);
ZoomLevels.Add(FZoomLevelEntry(0.100f, FText::FromString(TEXT("-12")), EGraphRenderingLOD::LowestDetail));
ZoomLevels.Add(FZoomLevelEntry(0.125f, FText::FromString(TEXT("-11")), EGraphRenderingLOD::LowestDetail));
ZoomLevels.Add(FZoomLevelEntry(0.150f, FText::FromString(TEXT("-10")), EGraphRenderingLOD::LowestDetail));
ZoomLevels.Add(FZoomLevelEntry(0.175f, FText::FromString(TEXT("-9")), EGraphRenderingLOD::LowestDetail));
ZoomLevels.Add(FZoomLevelEntry(0.200f, FText::FromString(TEXT("-8")), EGraphRenderingLOD::LowestDetail));
ZoomLevels.Add(FZoomLevelEntry(0.225f, FText::FromString(TEXT("-7")), EGraphRenderingLOD::LowDetail));
ZoomLevels.Add(FZoomLevelEntry(0.250f, FText::FromString(TEXT("-6")), EGraphRenderingLOD::LowDetail));
ZoomLevels.Add(FZoomLevelEntry(0.375f, FText::FromString(TEXT("-5")), EGraphRenderingLOD::MediumDetail));
ZoomLevels.Add(FZoomLevelEntry(0.500f, FText::FromString(TEXT("-4")), EGraphRenderingLOD::MediumDetail));
ZoomLevels.Add(FZoomLevelEntry(0.675f, FText::FromString(TEXT("-3")), EGraphRenderingLOD::MediumDetail));
ZoomLevels.Add(FZoomLevelEntry(0.750f, FText::FromString(TEXT("-2")), EGraphRenderingLOD::DefaultDetail));
ZoomLevels.Add(FZoomLevelEntry(0.875f, FText::FromString(TEXT("-1")), EGraphRenderingLOD::DefaultDetail));
ZoomLevels.Add(FZoomLevelEntry(1.000f, FText::FromString(TEXT("1:1")), EGraphRenderingLOD::DefaultDetail));
ZoomLevels.Add(FZoomLevelEntry(1.250f, FText::FromString(TEXT("+1")), EGraphRenderingLOD::DefaultDetail));
ZoomLevels.Add(FZoomLevelEntry(1.375f, FText::FromString(TEXT("+2")), EGraphRenderingLOD::DefaultDetail));
ZoomLevels.Add(FZoomLevelEntry(1.500f, FText::FromString(TEXT("+3")), EGraphRenderingLOD::FullyZoomedIn));
ZoomLevels.Add(FZoomLevelEntry(1.675f, FText::FromString(TEXT("+4")), EGraphRenderingLOD::FullyZoomedIn));
ZoomLevels.Add(FZoomLevelEntry(1.750f, FText::FromString(TEXT("+5")), EGraphRenderingLOD::FullyZoomedIn));
ZoomLevels.Add(FZoomLevelEntry(1.875f, FText::FromString(TEXT("+6")), EGraphRenderingLOD::FullyZoomedIn));
ZoomLevels.Add(FZoomLevelEntry(2.000f, FText::FromString(TEXT("+7")), EGraphRenderingLOD::FullyZoomedIn));
}
float GetZoomAmount(int32 InZoomLevel) const override
{
checkSlow(ZoomLevels.IsValidIndex(InZoomLevel));
return ZoomLevels[InZoomLevel].ZoomAmount;
}
int32 GetNearestZoomLevel(float InZoomAmount) const override
{
for (int32 ZoomLevelIndex=0; ZoomLevelIndex < GetNumZoomLevels(); ++ZoomLevelIndex)
{
if (InZoomAmount <= GetZoomAmount(ZoomLevelIndex))
{
return ZoomLevelIndex;
}
}
return GetDefaultZoomLevel();
}
FText GetZoomText(int32 InZoomLevel) const override
{
checkSlow(ZoomLevels.IsValidIndex(InZoomLevel));
return ZoomLevels[InZoomLevel].DisplayText;
}
int32 GetNumZoomLevels() const override
{
return ZoomLevels.Num();
}
int32 GetDefaultZoomLevel() const override
{
return 12;
}
EGraphRenderingLOD::Type GetLOD(int32 InZoomLevel) const override
{
checkSlow(ZoomLevels.IsValidIndex(InZoomLevel));
return ZoomLevels[InZoomLevel].LOD;
}
TArray<FZoomLevelEntry> ZoomLevels;
};
const TCHAR* XSymbol=TEXT("\xD7");
//////////////////////////////////////////////////////////////////////////
// FGraphSelectionManager
const FGraphPanelSelectionSet& FGraphSelectionManager::GetSelectedNodes() const
{
return SelectedNodes;
}
void FGraphSelectionManager::SelectSingleNode(SelectedItemType Node)
{
SelectedNodes.Empty();
SetNodeSelection(Node, true);
}
// Reset the selection state of all nodes
void FGraphSelectionManager::ClearSelectionSet()
{
if (SelectedNodes.Num())
{
SelectedNodes.Empty();
OnSelectionChanged.ExecuteIfBound(SelectedNodes);
}
}
// Changes the selection set to contain exactly all of the passed in nodes
void FGraphSelectionManager::SetSelectionSet(FGraphPanelSelectionSet& NewSet)
{
SelectedNodes = NewSet;
OnSelectionChanged.ExecuteIfBound(SelectedNodes);
}
void FGraphSelectionManager::SetNodeSelection(SelectedItemType Node, bool bSelect)
{
ensureMsgf(Node != nullptr, TEXT("Node is invalid"));
if (bSelect)
{
SelectedNodes.Add(Node);
OnSelectionChanged.ExecuteIfBound(SelectedNodes);
}
else
{
SelectedNodes.Remove(Node);
OnSelectionChanged.ExecuteIfBound(SelectedNodes);
}
}
bool FGraphSelectionManager::IsNodeSelected(SelectedItemType Node) const
{
return SelectedNodes.Contains(Node);
}
void FGraphSelectionManager::StartDraggingNode(SelectedItemType NodeBeingDragged, const FPointerEvent& MouseEvent)
{
if (!IsNodeSelected(NodeBeingDragged))
{
if (MouseEvent.IsControlDown() || MouseEvent.IsShiftDown())
{
// Control and shift do not clear existing selection.
SetNodeSelection(NodeBeingDragged, true);
}
else
{
SelectSingleNode(NodeBeingDragged);
}
}
}
void FGraphSelectionManager::ClickedOnNode(SelectedItemType Node, const FPointerEvent& MouseEvent)
{
if (MouseEvent.IsShiftDown())
{
// Shift always adds to selection
SetNodeSelection(Node, true);
}
else if (MouseEvent.IsControlDown())
{
// Control toggles selection
SetNodeSelection(Node, !IsNodeSelected(Node));
}
else
{
// No modifiers sets selection
SelectSingleNode(Node);
}
}
//////////////////////////////////////////////////////////////////////////
// SNodePanel
namespace NodePanelDefs
{
// Default Zoom Padding Value
static const float DefaultZoomPadding = 25.f;
// Node Culling Guardband Area
static const float GuardBandArea = 0.25f;
// Scaling factor to reduce speed of mouse zooming
static const float MouseZoomScaling = 0.05f;
};
SNodePanel::SNodePanel()
: Children()
, VisibleChildren()
{
}
void SNodePanel::OnArrangeChildren(const FGeometry& AllottedGeometry, FArrangedChildren& ArrangedChildren) const
{
ArrangeChildNodes(AllottedGeometry, ArrangedChildren);
}
void SNodePanel::ArrangeChildNodes(const FGeometry& AllottedGeometry, FArrangedChildren& ArrangedChildren) const
{
const TSlotlessChildren<SNode>& ChildrenToArrange = ArrangedChildren.Accepts(EVisibility::Hidden) ? Children : VisibleChildren;
// First pass nodes
for (int32 ChildIndex = 0; ChildIndex < ChildrenToArrange.Num(); ++ChildIndex)
{
const TSharedRef<SNode>& SomeChild = ChildrenToArrange[ChildIndex];
if (!SomeChild->RequiresSecondPassLayout())
{
ArrangedChildren.AddWidget(AllottedGeometry.MakeChild(SomeChild, SomeChild->GetPosition() - ViewOffset, SomeChild->GetDesiredSize(), GetZoomAmount()));
}
}
// Second pass nodes
for (int32 ChildIndex = 0; ChildIndex < ChildrenToArrange.Num(); ++ChildIndex)
{
const TSharedRef<SNode>& SomeChild = ChildrenToArrange[ChildIndex];
if (SomeChild->RequiresSecondPassLayout())
{
SomeChild->PerformSecondPassLayout(NodeToWidgetLookup);
ArrangedChildren.AddWidget(AllottedGeometry.MakeChild(SomeChild, SomeChild->GetPosition() - ViewOffset, SomeChild->GetDesiredSize(), GetZoomAmount()));
}
}
}
FVector2D SNodePanel::ComputeDesiredSize( float ) const
{
// In this case, it would be an expensive computation that is not worth performing.
// Users prefer to explicitly size canvases just like they do with text documents, browser pages, etc.
return FVector2D(160.0f, 120.0f);
}
FChildren* SNodePanel::GetChildren()
{
return &VisibleChildren;
}
FChildren* SNodePanel::GetAllChildren()
{
return &Children;
}
float SNodePanel::GetZoomAmount() const
{
if (bAllowContinousZoomInterpolation)
{
return FMath::Lerp(ZoomLevels->GetZoomAmount(PreviousZoomLevel), ZoomLevels->GetZoomAmount(ZoomLevel), ZoomLevelGraphFade.GetLerp());
}
else
{
return ZoomLevels->GetZoomAmount(ZoomLevel);
}
}
FText SNodePanel::GetZoomText() const
{
return ZoomLevels->GetZoomText(ZoomLevel);
}
FSlateColor SNodePanel::GetZoomTextColorAndOpacity() const
{
return FLinearColor( 1, 1, 1, 1.25f - ZoomLevelFade.GetLerp() );
}
FVector2D SNodePanel::GetViewOffset() const
{
return ViewOffset;
}
void SNodePanel::Construct()
{
if (!ZoomLevels)
{
ZoomLevels = MakeUnique<FFixedZoomLevelsContainer>();
}
ZoomLevel = ZoomLevels->GetDefaultZoomLevel();
PreviousZoomLevel = ZoomLevels->GetDefaultZoomLevel();
PostChangedZoom();
ViewOffset = FVector2D::ZeroVector;
TotalMouseDelta = 0;
TotalMouseDeltaY = 0;
bDeferredZoomToSelection = false;
bDeferredZoomToNodeExtents = false;
ZoomTargetTopLeft = FVector2D::ZeroVector;
ZoomTargetBottomRight = FVector2D::ZeroVector;
ZoomPadding = NodePanelDefs::DefaultZoomPadding;
bAllowContinousZoomInterpolation = false;
bTeleportInsteadOfScrollingWhenZoomingToFit = false;
DeferredSelectionTargetObjects.Empty();
DeferredMovementTargetObject = nullptr;
bIsPanning = false;
bIsZoomingWithTrackpad = false;
IsEditable.Set(true);
ZoomLevelFade = FCurveSequence( 0.0f, 1.0f );
ZoomLevelFade.Play( this->AsShared() );
ZoomLevelGraphFade = FCurveSequence( 0.0f, 0.5f );
ZoomLevelGraphFade.Play( this->AsShared() );
PastePosition = FVector2D::ZeroVector;
DeferredPanPosition = FVector2D::ZeroVector;
bRequestDeferredPan = false;
OldViewOffset = ViewOffset;
OldZoomAmount = GetZoomAmount();
ZoomStartOffset = FVector2D::ZeroVector;
TotalGestureMagnify = 0.0f;
ScopedTransactionPtr.Reset();
}
FVector2D SNodePanel::ComputeEdgePanAmount(const FGeometry& MyGeometry, const FVector2D& TargetPosition)
{
// How quickly to ramp up the pan speed as the user moves the mouse further past the edge of the graph panel.
static const float EdgePanSpeedCoefficient = 2.f, EdgePanSpeedPower = 0.6f;
// Never pan faster than this - probably not really required since we raise to a power of 0.6
static const float MaxPanSpeed = 200.0f;
// Start panning before we reach the edge of the graph panel.
static const float EdgePanForgivenessZone = 30.0f;
const FVector2D LocalCursorPos = MyGeometry.AbsoluteToLocal( TargetPosition );
// If the mouse is outside of the graph area, then we want to pan in that direction.
// The farther out the mouse is, the more we want to pan.
FVector2D EdgePanThisTick(0,0);
if ( LocalCursorPos.X <= EdgePanForgivenessZone )
{
EdgePanThisTick.X += FMath::Max( -MaxPanSpeed, EdgePanSpeedCoefficient * -FMath::Pow(EdgePanForgivenessZone - LocalCursorPos.X, EdgePanSpeedPower) );
}
else if( LocalCursorPos.X >= MyGeometry.GetLocalSize().X - EdgePanForgivenessZone )
{
EdgePanThisTick.X = FMath::Min( MaxPanSpeed, EdgePanSpeedCoefficient * FMath::Pow(LocalCursorPos.X - MyGeometry.GetLocalSize().X + EdgePanForgivenessZone, EdgePanSpeedPower) );
}
if ( LocalCursorPos.Y <= EdgePanForgivenessZone )
{
EdgePanThisTick.Y += FMath::Max( -MaxPanSpeed, EdgePanSpeedCoefficient * -FMath::Pow(EdgePanForgivenessZone - LocalCursorPos.Y, EdgePanSpeedPower) );
}
else if( LocalCursorPos.Y >= MyGeometry.GetLocalSize().Y - EdgePanForgivenessZone )
{
EdgePanThisTick.Y = FMath::Min( MaxPanSpeed, EdgePanSpeedCoefficient * FMath::Pow(LocalCursorPos.Y - MyGeometry.GetLocalSize().Y + EdgePanForgivenessZone, EdgePanSpeedPower) );
}
return EdgePanThisTick;
}
void SNodePanel::UpdateViewOffset (const FGeometry& MyGeometry, const FVector2D& TargetPosition)
{
const FVector2D PanAmount = ComputeEdgePanAmount( MyGeometry, TargetPosition ) / GetZoomAmount();
ViewOffset += PanAmount;
}
void SNodePanel::RequestDeferredPan(const FVector2D& UpdatePosition)
{
bRequestDeferredPan = true;
DeferredPanPosition = UpdatePosition;
}
FVector2D SNodePanel::GraphCoordToPanelCoord( const FVector2D& GraphSpaceCoordinate ) const
{
return (GraphSpaceCoordinate - GetViewOffset()) * GetZoomAmount();
}
FVector2D SNodePanel::PanelCoordToGraphCoord( const FVector2D& PanelSpaceCoordinate ) const
{
return PanelSpaceCoordinate / GetZoomAmount() + GetViewOffset();
}
FSlateRect SNodePanel::PanelRectToGraphRect( const FSlateRect& PanelSpaceRect ) const
{
FVector2D UpperLeft = PanelCoordToGraphCoord( FVector2D(PanelSpaceRect.Left, PanelSpaceRect.Top) );
FVector2D LowerRight = PanelCoordToGraphCoord( FVector2D(PanelSpaceRect.Right, PanelSpaceRect.Bottom) );
return FSlateRect(
UpperLeft.X, UpperLeft.Y,
LowerRight.X, LowerRight.Y );
}
void SNodePanel::OnBeginNodeInteraction(const TSharedRef<SNode>& InNodeToDrag, const FVector2D& GrabOffset)
{
NodeUnderMousePtr = InNodeToDrag;
NodeGrabOffset = GrabOffset;
}
void SNodePanel::OnEndNodeInteraction(const TSharedRef<SNode>& InNodeToDrag)
{
InNodeToDrag->EndUserInteraction();
}
EActiveTimerReturnType SNodePanel::HandleZoomToFit(double InCurrentTime, float InDeltaTime)
{
const FVector2D DesiredViewCenter = ( ZoomTargetTopLeft + ZoomTargetBottomRight ) * 0.5f;
const bool bDoneScrolling = ScrollToLocation(CachedGeometry, DesiredViewCenter, bTeleportInsteadOfScrollingWhenZoomingToFit ? 1000.0f : InDeltaTime);
bool bDoneZooming = ZoomToLocation(CachedGeometry.GetLocalSize(), ZoomTargetBottomRight - ZoomTargetTopLeft, bDoneScrolling);
if (bDoneZooming && bDoneScrolling)
{
// One final push to make sure we centered in the end
ViewOffset = DesiredViewCenter - ( 0.5f * CachedGeometry.GetLocalSize() / GetZoomAmount() );
// Reset ZoomPadding
ZoomPadding = NodePanelDefs::DefaultZoomPadding;
ZoomTargetTopLeft = FVector2D::ZeroVector;
ZoomTargetBottomRight = FVector2D::ZeroVector;
DeferredMovementTargetObject = nullptr;
return EActiveTimerReturnType::Stop;
}
return EActiveTimerReturnType::Continue;
}
void SNodePanel::Tick( const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime )
{
CachedGeometry = AllottedGeometry;
bool bCanMoveToTargetObjectThisFrame = true;
if(DeferredSelectionTargetObjects.Num() > 0)
{
FGraphPanelSelectionSet NewSelectionSet;
for (const UObject* SelectionTarget : DeferredSelectionTargetObjects)
{
if (TSharedRef<SNode>* pWidget = NodeToWidgetLookup.Find(SelectionTarget))
{
NewSelectionSet.Add(const_cast<SelectedItemType>(SelectionTarget));
}
}
if (NewSelectionSet.Num() > 0)
{
SelectionManager.SetSelectionSet(NewSelectionSet);
}
DeferredSelectionTargetObjects.Empty();
// Do not allow movement to happen this Tick as the selected nodes may not yet have a size set (if they're newly added)
bCanMoveToTargetObjectThisFrame = false;
}
if(DeferredMovementTargetObject)
{
// Since we want to move to a target object, do not zoom to extent
bDeferredZoomToNodeExtents = false;
if (bCanMoveToTargetObjectThisFrame && GetBoundsForNode(DeferredMovementTargetObject, ZoomTargetTopLeft, ZoomTargetBottomRight, ZoomPadding))
{
DeferredMovementTargetObject = nullptr;
RequestZoomToFit();
}
}
// Zoom to node extents
if( bDeferredZoomToNodeExtents )
{
bDeferredZoomToNodeExtents = false;
ZoomPadding = NodePanelDefs::DefaultZoomPadding;
if( GetBoundsForNodes(bDeferredZoomToSelection, ZoomTargetTopLeft, ZoomTargetBottomRight, ZoomPadding))
{
bDeferredZoomToSelection = false;
RequestZoomToFit();
}
}
// Handle any deferred panning
if (bRequestDeferredPan)
{
bRequestDeferredPan = false;
UpdateViewOffset(AllottedGeometry, DeferredPanPosition);
}
if ( !HasMouseCapture() )
{
bShowSoftwareCursor = false;
bIsPanning = false;
}
PopulateVisibleChildren(AllottedGeometry);
OldZoomAmount = GetZoomAmount();
OldViewOffset = ViewOffset;
SPanel::Tick( AllottedGeometry, InCurrentTime, InDeltaTime );
}
// The system calls this method to notify the widget that a mouse button was pressed within it. This event is bubbled.
FReply SNodePanel::OnMouseButtonDown( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent )
{
const bool bIsLeftMouseButtonEffecting = MouseEvent.GetEffectingButton() == EKeys::LeftMouseButton;
const bool bIsRightMouseButtonEffecting = MouseEvent.GetEffectingButton() == EKeys::RightMouseButton;
const bool bIsMiddleMouseButtonEffecting = MouseEvent.GetEffectingButton() == EKeys::MiddleMouseButton;
const bool bIsRightMouseButtonDown = MouseEvent.IsMouseButtonDown( EKeys::RightMouseButton );
const bool bIsLeftMouseButtonDown = MouseEvent.IsMouseButtonDown( EKeys::LeftMouseButton );
const bool bIsMiddleMouseButtonDown = MouseEvent.IsMouseButtonDown(EKeys::MiddleMouseButton);
TotalMouseDelta = 0;
if ((bIsLeftMouseButtonEffecting && bIsRightMouseButtonDown)
|| (bIsRightMouseButtonEffecting && (bIsLeftMouseButtonDown || FSlateApplication::Get().IsUsingTrackpad())))
{
// Starting zoom by holding LMB+RMB
FReply ReplyState = FReply::Handled();
ReplyState.CaptureMouse( SharedThis(this) );
ReplyState.UseHighPrecisionMouseMovement( SharedThis(this) );
DeferredMovementTargetObject = nullptr; // clear any interpolation when you manually zoom
CancelZoomToFit();
TotalMouseDeltaY = 0;
if (!FSlateApplication::Get().IsUsingTrackpad()) // on trackpad we don't know yet if user wants to zoom or bring up the context menu
{
bShowSoftwareCursor = true;
}
if (bIsLeftMouseButtonEffecting)
{
// Got here from panning mode (with RMB held) - clear panning mode, but use cached software cursor position
const FVector2D WidgetSpaceCursorPos = GraphCoordToPanelCoord( SoftwareCursorPosition );
ZoomStartOffset = WidgetSpaceCursorPos;
this->bIsPanning = false;
}
else
{
// Cache current cursor position as zoom origin and software cursor position
ZoomStartOffset = MyGeometry.AbsoluteToLocal( MouseEvent.GetLastScreenSpacePosition() );
SoftwareCursorPosition = PanelCoordToGraphCoord( ZoomStartOffset );
if (bIsRightMouseButtonEffecting)
{
// Clear things that may be set when left clicking
if (NodeUnderMousePtr.IsValid())
{
OnEndNodeInteraction(NodeUnderMousePtr.Pin().ToSharedRef());
}
if ( Marquee.IsValid() )
{
auto PreviouslySelectedNodes = SelectionManager.SelectedNodes;
ApplyMarqueeSelection(Marquee, PreviouslySelectedNodes, SelectionManager.SelectedNodes);
if (SelectionManager.SelectedNodes.Num() > 0 || PreviouslySelectedNodes.Num() > 0)
{
SelectionManager.OnSelectionChanged.ExecuteIfBound(SelectionManager.SelectedNodes);
}
}
Marquee = FMarqueeOperation();
}
}
return ReplyState;
}
else if (bIsRightMouseButtonEffecting && ( GetDefault<UGraphEditorSettings>()->PanningMouseButton == EGraphPanningMouseButton::Right || GetDefault<UGraphEditorSettings>()->PanningMouseButton == EGraphPanningMouseButton::Both ) )
{
// Cache current cursor position as zoom origin and software cursor position
ZoomStartOffset = MyGeometry.AbsoluteToLocal( MouseEvent.GetLastScreenSpacePosition() );
SoftwareCursorPosition = PanelCoordToGraphCoord( ZoomStartOffset );
FReply ReplyState = FReply::Handled();
ReplyState.CaptureMouse( SharedThis(this) );
ReplyState.UseHighPrecisionMouseMovement( SharedThis(this) );
SoftwareCursorPosition = PanelCoordToGraphCoord( MyGeometry.AbsoluteToLocal( MouseEvent.GetScreenSpacePosition() ) );
DeferredMovementTargetObject = nullptr; // clear any interpolation when you manually pan
CancelZoomToFit();
// RIGHT BUTTON is for dragging and Context Menu.
return ReplyState;
}
else if (bIsMiddleMouseButtonEffecting && (GetDefault<UGraphEditorSettings>()->PanningMouseButton == EGraphPanningMouseButton::Middle || GetDefault<UGraphEditorSettings>()->PanningMouseButton == EGraphPanningMouseButton::Both))
{
// Cache current cursor position as zoom origin and software cursor position
ZoomStartOffset = MyGeometry.AbsoluteToLocal(MouseEvent.GetLastScreenSpacePosition());
SoftwareCursorPosition = PanelCoordToGraphCoord(ZoomStartOffset);
FReply ReplyState = FReply::Handled();
ReplyState.CaptureMouse(SharedThis(this));
ReplyState.UseHighPrecisionMouseMovement(SharedThis(this));
SoftwareCursorPosition = PanelCoordToGraphCoord(MyGeometry.AbsoluteToLocal(MouseEvent.GetScreenSpacePosition()));
DeferredMovementTargetObject = nullptr; // clear any interpolation when you manually pan
// MIDDLE BUTTON is for dragging only.
return ReplyState;
}
else if ( bIsLeftMouseButtonEffecting )
{
// LEFT BUTTON is for selecting nodes and manipulating pins.
FArrangedChildren ArrangedChildren(EVisibility::Visible);
ArrangeChildNodes(MyGeometry, ArrangedChildren);
const int32 NodeUnderMouseIndex = SWidget::FindChildUnderMouse( ArrangedChildren, MouseEvent );
if ( NodeUnderMouseIndex != INDEX_NONE )
{
// PRESSING ON A NODE!
// This changes selection and starts dragging it.
const FArrangedWidget& NodeGeometry = ArrangedChildren[NodeUnderMouseIndex];
const FVector2D MousePositionInNode = NodeGeometry.Geometry.AbsoluteToLocal(MouseEvent.GetScreenSpacePosition());
TSharedRef<SNode> NodeWidgetUnderMouse = StaticCastSharedRef<SNode>( NodeGeometry.Widget );
if( NodeWidgetUnderMouse->CanBeSelected(MousePositionInNode) )
{
// Track the node that we're dragging; we will move it in OnMouseMove.
this->OnBeginNodeInteraction(NodeWidgetUnderMouse, MousePositionInNode);
return FReply::Handled().CaptureMouse( SharedThis(this) );
}
}
// START MARQUEE SELECTION.
const FVector2D GraphMousePos = PanelCoordToGraphCoord( MyGeometry.AbsoluteToLocal( MouseEvent.GetScreenSpacePosition() ) );
Marquee.Start( GraphMousePos, FMarqueeOperation::OperationTypeFromMouseEvent(MouseEvent) );
// If we're marquee selecting, then we're not clicking on a node!
NodeUnderMousePtr.Reset();
return FReply::Handled().CaptureMouse( SharedThis(this) );
}
else
{
return FReply::Unhandled();
}
}
// The system calls this method to notify the widget that a mouse moved within it. This event is bubbled.
FReply SNodePanel::OnMouseMove(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
const bool bIsRightMouseButtonDown = MouseEvent.IsMouseButtonDown( EKeys::RightMouseButton );
const bool bIsLeftMouseButtonDown = MouseEvent.IsMouseButtonDown( EKeys::LeftMouseButton );
const bool bIsMiddleMouseButtonDown = MouseEvent.IsMouseButtonDown(EKeys::MiddleMouseButton);
const FModifierKeysState ModifierKeysState = FSlateApplication::Get().GetModifierKeys();
PastePosition = PanelCoordToGraphCoord( MyGeometry.AbsoluteToLocal( MouseEvent.GetScreenSpacePosition() ) );
if ( this->HasMouseCapture() )
{
const FVector2D CursorDelta = MouseEvent.GetCursorDelta();
// Track how much the mouse moved since the mouse down.
TotalMouseDelta += CursorDelta.Size();
const bool bShouldZoom = bIsRightMouseButtonDown && (bIsLeftMouseButtonDown || bIsMiddleMouseButtonDown || ModifierKeysState.IsAltDown() || FSlateApplication::Get().IsUsingTrackpad());
if (bShouldZoom)
{
FReply ReplyState = FReply::Handled();
TotalMouseDeltaY += CursorDelta.Y;
const int32 ZoomLevelDelta = FMath::FloorToInt(TotalMouseDeltaY * NodePanelDefs::MouseZoomScaling);
// Get rid of mouse movement that's been 'used up' by zooming
if (ZoomLevelDelta != 0)
{
TotalMouseDeltaY -= (ZoomLevelDelta / NodePanelDefs::MouseZoomScaling);
}
// Perform zoom centered on the cached start offset
ChangeZoomLevel(ZoomLevelDelta, ZoomStartOffset, MouseEvent.IsControlDown());
this->bIsPanning = false;
if (FSlateApplication::Get().IsUsingTrackpad() && ZoomLevelDelta != 0)
{
this->bIsZoomingWithTrackpad = true;
bShowSoftwareCursor = true;
}
// Stop the zoom-to-fit in favor of user control
CancelZoomToFit();
return ReplyState;
}
else if (bIsRightMouseButtonDown)
{
FReply ReplyState = FReply::Handled();
if( !CursorDelta.IsZero() )
{
bShowSoftwareCursor = true;
}
// Panning and mouse is outside of panel? Pasting should just go to the screen center.
PastePosition = PanelCoordToGraphCoord( 0.5f * MyGeometry.GetLocalSize() );
this->bIsPanning = true;
ViewOffset -= CursorDelta / GetZoomAmount();
// Stop the zoom-to-fit in favor of user control
CancelZoomToFit();
return ReplyState;
}
else if (bIsMiddleMouseButtonDown)
{
FReply ReplyState = FReply::Handled();
if (!CursorDelta.IsZero())
{
bShowSoftwareCursor = true;
}
// Panning and mouse is outside of panel? Pasting should just go to the screen center.
PastePosition = PanelCoordToGraphCoord(0.5f * MyGeometry.Size);
this->bIsPanning = true;
ViewOffset -= CursorDelta / GetZoomAmount();
return ReplyState;
}
else if (bIsLeftMouseButtonDown)
{
TSharedPtr<SNode> NodeBeingDragged = NodeUnderMousePtr.Pin();
if ( IsEditable.Get() )
{
// Update the amount to pan panel
UpdateViewOffset(MyGeometry, MouseEvent.GetScreenSpacePosition());
const bool bCursorInDeadZone = TotalMouseDelta <= FSlateApplication::Get().GetDragTriggerDistance();
if ( NodeBeingDragged.IsValid() )
{
if ( !bCursorInDeadZone )
{
// Note, NodeGrabOffset() comes from the node itself, so it's already scaled correctly.
FVector2D AnchorNodeNewPos = PanelCoordToGraphCoord( MyGeometry.AbsoluteToLocal( MouseEvent.GetScreenSpacePosition() ) ) - NodeGrabOffset;
// Snap to grid
const float SnapSize = GetSnapGridSize();
AnchorNodeNewPos.X = SnapSize * FMath::RoundToFloat( AnchorNodeNewPos.X / SnapSize );
AnchorNodeNewPos.Y = SnapSize * FMath::RoundToFloat( AnchorNodeNewPos.Y / SnapSize );
// Dragging an unselected node automatically selects it.
SelectionManager.StartDraggingNode(NodeBeingDragged->GetObjectBeingDisplayed(), MouseEvent);
// Move all the selected nodes.
{
const FVector2D AnchorNodeOldPos = NodeBeingDragged->GetPosition();
const FVector2D DeltaPos = AnchorNodeNewPos - AnchorNodeOldPos;
// Perform movement in 2 passes:
// 1. Gather all selected nodes positions and calculate new positions
struct FDefferedNodePosition
{
SNode* Node;
FVector2D NewPosition;
};
TArray<FDefferedNodePosition> DefferedNodesToMove;
for (FGraphPanelSelectionSet::TIterator NodeIt(SelectionManager.SelectedNodes); NodeIt; ++NodeIt)
{
TSharedRef<SNode>* pWidget = NodeToWidgetLookup.Find(*NodeIt);
if (pWidget != nullptr)
{
SNode& Widget = pWidget->Get();
FDefferedNodePosition NodePosition = { &Widget, Widget.GetPosition() + DeltaPos };
DefferedNodesToMove.Add(NodePosition);
}
}
// Create a new transaction record
if(!ScopedTransactionPtr.IsValid())
{
if(DefferedNodesToMove.Num() > 1)
{
ScopedTransactionPtr = MakeShareable(new FScopedTransaction(NSLOCTEXT("GraphEditor", "MoveNodesAction", "Move Nodes")));
}
else if(DefferedNodesToMove.Num() > 0)
{
ScopedTransactionPtr = MakeShareable(new FScopedTransaction(NSLOCTEXT("GraphEditor", "MoveNodeAction", "Move Node")));
}
}
// 2. Move selected nodes to new positions
SNode::FNodeSet NodeFilter;
for (int32 NodeIdx = 0; NodeIdx < DefferedNodesToMove.Num(); ++NodeIdx)
{
DefferedNodesToMove[NodeIdx].Node->MoveTo( DefferedNodesToMove[NodeIdx].NewPosition, NodeFilter );
}
}
}
return FReply::Handled();
}
}
if ( !NodeBeingDragged.IsValid() )
{
// We are marquee selecting
const FVector2D GraphMousePos = PanelCoordToGraphCoord( MyGeometry.AbsoluteToLocal( MouseEvent.GetScreenSpacePosition() ) );
Marquee.Rect.UpdateEndPoint(GraphMousePos);
FindNodesAffectedByMarquee( /*out*/ Marquee.AffectedNodes );
return FReply::Handled();
}
// Stop the zoom-to-fit in favor of user control
CancelZoomToFit();
}
}
return FReply::Unhandled();
}
// The system calls this method to notify the widget that a mouse button was release within it. This event is bubbled.
FReply SNodePanel::OnMouseButtonUp( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent )
{
FReply ReplyState = FReply::Unhandled();
const bool bIsLeftMouseButtonEffecting = MouseEvent.GetEffectingButton() == EKeys::LeftMouseButton;
const bool bIsRightMouseButtonEffecting = MouseEvent.GetEffectingButton() == EKeys::RightMouseButton;
const bool bIsMiddleMouseButtonEffecting = MouseEvent.GetEffectingButton() == EKeys::MiddleMouseButton;
const bool bIsRightMouseButtonDown = MouseEvent.IsMouseButtonDown( EKeys::RightMouseButton );
const bool bIsLeftMouseButtonDown = MouseEvent.IsMouseButtonDown( EKeys::LeftMouseButton );
const bool bIsMiddleMouseButtonDown = MouseEvent.IsMouseButtonDown(EKeys::MiddleMouseButton);
// Did the user move the cursor sufficiently far, or is it in a dead zone?
// In Dead zone - implies actions like summoning context menus and general clicking.
// Out of Dead Zone - implies dragging actions like moving nodes and marquee selection.
const bool bCursorInDeadZone = TotalMouseDelta <= FSlateApplication::Get().GetDragTriggerDistance();
// Set to true later if we need to finish with the software cursor
bool bRemoveSoftwareCursor = false;
if ((bIsLeftMouseButtonEffecting && bIsRightMouseButtonDown)
|| (bIsRightMouseButtonEffecting && (bIsLeftMouseButtonDown || (FSlateApplication::Get().IsUsingTrackpad() && bIsZoomingWithTrackpad)))
|| (bIsMiddleMouseButtonEffecting && bIsRightMouseButtonDown))
{
// Ending zoom by releasing LMB or RMB
ReplyState = FReply::Handled();
if (bIsLeftMouseButtonDown || FSlateApplication::Get().IsUsingTrackpad())
{
// If we released the right mouse button first, we need to cancel the software cursor display
bRemoveSoftwareCursor = true;
bIsZoomingWithTrackpad = false;
ReplyState.ReleaseMouseCapture();
}
}
else if ( bIsRightMouseButtonEffecting )
{
ReplyState = FReply::Handled().ReleaseMouseCapture();
bRemoveSoftwareCursor = true;
TSharedPtr<SWidget> WidgetToFocus;
if (bCursorInDeadZone)
{
WidgetToFocus = OnSummonContextMenu(MyGeometry, MouseEvent);
}
this->bIsPanning = false;
if (WidgetToFocus.IsValid())
{
ReplyState.SetUserFocus(WidgetToFocus.ToSharedRef(), EFocusCause::SetDirectly);
}
}
else if ( bIsMiddleMouseButtonEffecting )
{
ReplyState = FReply::Handled().ReleaseMouseCapture();
bRemoveSoftwareCursor = true;
this->bIsPanning = false;
}
else if ( bIsLeftMouseButtonEffecting )
{
if (NodeUnderMousePtr.IsValid())
{
OnEndNodeInteraction(NodeUnderMousePtr.Pin().ToSharedRef());
ScopedTransactionPtr.Reset();
}
if (OnHandleLeftMouseRelease(MyGeometry, MouseEvent))
{
}
else if ( bCursorInDeadZone )
{
//@TODO: Move to selection manager
if ( NodeUnderMousePtr.IsValid() )
{
// We clicked on a node!
TSharedRef<SNode> NodeWidgetUnderMouse = NodeUnderMousePtr.Pin().ToSharedRef();
SelectionManager.ClickedOnNode(NodeWidgetUnderMouse->GetObjectBeingDisplayed(), MouseEvent);
// We're done interacting with this node.
NodeUnderMousePtr.Reset();
}
else if (this->HasMouseCapture())
{
// We clicked on the panel background
this->SelectionManager.ClearSelectionSet();
if(OnSpawnNodeByShortcut.IsBound())
{
OnSpawnNodeByShortcut.Execute(LastKeyChordDetected, PanelCoordToGraphCoord( MyGeometry.AbsoluteToLocal( MouseEvent.GetScreenSpacePosition() ) ));
}
LastKeyChordDetected = FInputChord();
}
}
else if ( Marquee.IsValid() )
{
auto PreviouslySelectedNodes = SelectionManager.SelectedNodes;
ApplyMarqueeSelection(Marquee, PreviouslySelectedNodes, SelectionManager.SelectedNodes);
if (SelectionManager.SelectedNodes.Num() > 0 || PreviouslySelectedNodes.Num() > 0)
{
SelectionManager.OnSelectionChanged.ExecuteIfBound(SelectionManager.SelectedNodes);
}
}
// The existing marquee operation ended; reset it.
Marquee = FMarqueeOperation();
ReplyState = FReply::Handled().ReleaseMouseCapture();
}
if (bRemoveSoftwareCursor)
{
// If we released the right mouse button first, we need to cancel the software cursor display
if ( this->HasMouseCapture() )
{
FSlateRect ThisPanelScreenSpaceRect = MyGeometry.GetLayoutBoundingRect();
const FVector2D ScreenSpaceCursorPos = MyGeometry.LocalToAbsolute( GraphCoordToPanelCoord( SoftwareCursorPosition ) );
FIntPoint BestPositionInViewport(
FMath::RoundToInt( FMath::Clamp( ScreenSpaceCursorPos.X, ThisPanelScreenSpaceRect.Left, ThisPanelScreenSpaceRect.Right ) ),
FMath::RoundToInt( FMath::Clamp( ScreenSpaceCursorPos.Y, ThisPanelScreenSpaceRect.Top, ThisPanelScreenSpaceRect.Bottom ) )
);
if (!bCursorInDeadZone)
{
ReplyState.SetMousePos(BestPositionInViewport);
}
}
bShowSoftwareCursor = false;
}
return ReplyState;
}
FReply SNodePanel::OnMouseWheel(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
{
// We want to zoom into this point; i.e. keep it the same fraction offset into the panel
const FVector2D WidgetSpaceCursorPos = MyGeometry.AbsoluteToLocal( MouseEvent.GetScreenSpacePosition() );
const int32 ZoomLevelDelta = FMath::FloorToInt( MouseEvent.GetWheelDelta() );
ChangeZoomLevel(ZoomLevelDelta, WidgetSpaceCursorPos, MouseEvent.IsControlDown());
// Stop the zoom-to-fit in favor of user control
CancelZoomToFit();
return FReply::Handled();
}
FCursorReply SNodePanel::OnCursorQuery( const FGeometry& MyGeometry, const FPointerEvent& CursorEvent ) const
{
return bShowSoftwareCursor ?
FCursorReply::Cursor( EMouseCursor::None ) :
FCursorReply::Cursor( EMouseCursor::Default );
}
FReply SNodePanel::OnKeyDown( const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent )
{
if( IsEditable.Get() )
{
LastKeyChordDetected = FInputChord(InKeyEvent.GetKey(), EModifierKey::FromBools(InKeyEvent.IsControlDown(), InKeyEvent.IsAltDown(), InKeyEvent.IsShiftDown(), InKeyEvent.IsCommandDown()));
}
return FReply::Unhandled();
}
FReply SNodePanel::OnKeyUp( const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent )
{
if(LastKeyChordDetected.Key == InKeyEvent.GetKey())
{
LastKeyChordDetected = FInputChord();
}
return FReply::Unhandled();
}
void SNodePanel::OnFocusLost( const FFocusEvent& InFocusEvent )
{
LastKeyChordDetected = FInputChord();
}
FReply SNodePanel::OnTouchGesture( const FGeometry& MyGeometry, const FPointerEvent& GestureEvent )
{
const EGestureEvent GestureType = GestureEvent.GetGestureType();
const FVector2D& GestureDelta = GestureEvent.GetGestureDelta();
if (GestureType == EGestureEvent::Magnify)
{
TotalGestureMagnify += GestureDelta.X;
if (FMath::Abs(TotalGestureMagnify) > 0.07f)
{
// We want to zoom into this point; i.e. keep it the same fraction offset into the panel
const FVector2D WidgetSpaceCursorPos = MyGeometry.AbsoluteToLocal(GestureEvent.GetScreenSpacePosition());
const int32 ZoomLevelDelta = TotalGestureMagnify > 0.0f ? 1 : -1;
ChangeZoomLevel(ZoomLevelDelta, WidgetSpaceCursorPos, GestureEvent.IsControlDown());
TotalGestureMagnify = 0.0f;
}
// Stop the zoom-to-fit in favor of user control
CancelZoomToFit();
return FReply::Handled();
}
else if (GestureType == EGestureEvent::Scroll)
{
const EScrollGestureDirection DirectionSetting = GetDefault<ULevelEditorViewportSettings>()->ScrollGestureDirectionForOrthoViewports;
const bool bUseDirectionInvertedFromDevice = DirectionSetting == EScrollGestureDirection::Natural || (DirectionSetting == EScrollGestureDirection::UseSystemSetting && GestureEvent.IsDirectionInvertedFromDevice());
this->bIsPanning = true;
ViewOffset -= (bUseDirectionInvertedFromDevice == GestureEvent.IsDirectionInvertedFromDevice() ? GestureDelta : -GestureDelta) / GetZoomAmount();
// Stop the zoom-to-fit in favor of user control
CancelZoomToFit();
return FReply::Handled();
}
return FReply::Unhandled();
}
FReply SNodePanel::OnTouchEnded( const FGeometry& MyGeometry, const FPointerEvent& InTouchEvent )
{
TotalGestureMagnify = 0.0f;
return FReply::Unhandled();
}
float SNodePanel::GetRelativeLayoutScale(const FSlotBase& Child, float LayoutScaleMultiplier) const
{
return GetZoomAmount();
}
void SNodePanel::FindNodesAffectedByMarquee( FGraphPanelSelectionSet& OutAffectedNodes ) const
{
OutAffectedNodes.Empty();
FSlateRect MarqueeSlateRect = Marquee.Rect.ToSlateRect();
for ( int32 NodeIndex=0; NodeIndex < Children.Num(); ++NodeIndex )
{
const TSharedRef<SNode>& SomeNodeWidget = Children[NodeIndex];
const FVector2D NodePosition = SomeNodeWidget->GetPosition();
const FVector2D NodeSize = SomeNodeWidget->GetDesiredSizeForMarquee();
if (NodeSize.X > 0.f && NodeSize.Y > 0.f)
{
const FSlateRect NodeGeometryGraphSpace( NodePosition.X, NodePosition.Y, NodePosition.X + NodeSize.X, NodePosition.Y + NodeSize.Y );
const bool bIsInMarqueeRect = FSlateRect::DoRectanglesIntersect( MarqueeSlateRect, NodeGeometryGraphSpace );
if (bIsInMarqueeRect)
{
// This node is affected by the marquee rect
OutAffectedNodes.Add(SomeNodeWidget->GetObjectBeingDisplayed());
}
}
}
}
void SNodePanel::ApplyMarqueeSelection( const FMarqueeOperation& InMarquee, const FGraphPanelSelectionSet& CurrentSelection, FGraphPanelSelectionSet& OutNewSelection )
{
switch (InMarquee.Operation )
{
default:
case FMarqueeOperation::Replace:
{
OutNewSelection = InMarquee.AffectedNodes;
}
break;
case FMarqueeOperation::Remove:
{
OutNewSelection = CurrentSelection.Difference(InMarquee.AffectedNodes);
}
break;
case FMarqueeOperation::Add:
{
OutNewSelection = CurrentSelection.Union(InMarquee.AffectedNodes);
}
break;
case FMarqueeOperation::Invert:
{
// ToAdd = items in AffectedNodes that aren't in CurrentSelection (new selections)
FGraphPanelSelectionSet ToAdd = InMarquee.AffectedNodes.Difference(CurrentSelection);
// remove AffectedNodes that were already selected
OutNewSelection = CurrentSelection.Difference(InMarquee.AffectedNodes);
OutNewSelection.Append(ToAdd);
}
break;
}
}
void SNodePanel::SelectAndCenterObject(const UObject* ObjectToSelect, bool bCenter)
{
DeferredSelectionTargetObjects.Empty();
DeferredSelectionTargetObjects.Add(ObjectToSelect);
if( bCenter )
{
DeferredMovementTargetObject = ObjectToSelect;
}
CancelZoomToFit();
}
void SNodePanel::CenterObject(const UObject* ObjectToCenter)
{
DeferredMovementTargetObject = ObjectToCenter;
CancelZoomToFit();
}
/** Add a slot to the CanvasPanel dynamically */
void SNodePanel::AddGraphNode( const TSharedRef<SNodePanel::SNode>& NodeToAdd )
{
Children.Add( NodeToAdd );
NodeToWidgetLookup.Add( NodeToAdd->GetObjectBeingDisplayed(), NodeToAdd );
}
/** Remove all nodes from the panel */
void SNodePanel::RemoveAllNodes()
{
Children.Empty();
NodeToWidgetLookup.Empty();
VisibleChildren.Empty();
}
void SNodePanel::PopulateVisibleChildren(const FGeometry& AllottedGeometry)
{
VisibleChildren.Empty();
for (int32 ChildIndex = 0; ChildIndex < Children.Num(); ++ChildIndex)
{
const TSharedRef<SNode>& SomeChild = Children[ChildIndex];
if ( !IsNodeCulled(SomeChild, AllottedGeometry) )
{
VisibleChildren.Add(SomeChild);
}
}
// Depth Sort Nodes
if( VisibleChildren.Num() > 0 )
{
struct SNodeLessThanSort
{
FORCEINLINE bool operator()(const TSharedRef<SNodePanel::SNode>& A, const TSharedRef<SNodePanel::SNode>& B) const { return A.Get() < B.Get(); }
};
VisibleChildren.Sort( SNodeLessThanSort() );
}
}
// Is the given node being observed by a widget in this panel?
bool SNodePanel::Contains(UObject* Node) const
{
return NodeToWidgetLookup.Find(Node) != nullptr;
}
void SNodePanel::RestoreViewSettings(const FVector2D& InViewOffset, float InZoomAmount)
{
ViewOffset = InViewOffset;
if (InZoomAmount <= 0.0f)
{
// Zoom into the graph; it's the first time it's ever been displayed
ZoomLevel = ZoomLevels->GetDefaultZoomLevel();
bDeferredZoomToNodeExtents = true;
}
else
{
ZoomLevel = ZoomLevels->GetNearestZoomLevel(InZoomAmount);
bDeferredZoomToNodeExtents = false;
CancelZoomToFit();
}
PostChangedZoom();
// If we have been forced to a specific position, set the old values equal to the new ones.
// This is so our locked window isn't forced to update according to this movement.
OldViewOffset = ViewOffset;
OldZoomAmount = GetZoomAmount();
}
float SNodePanel::GetSnapGridSize()
{
return GetDefault<UEditorStyleSettings>()->GridSnapSize;
}
inline float FancyMod(float Value, float Size)
{
return ((Value >= 0) ? 0.0f : Size) + FMath::Fmod(Value, Size);
}
void SNodePanel::PaintBackgroundAsLines(const FSlateBrush* BackgroundImage, const FGeometry& AllottedGeometry, const FSlateRect& MyCullingRect, FSlateWindowElementList& OutDrawElements, int32& DrawLayerId) const
{
const bool bAntialias = false;
const int32 RulePeriod = (int32)FEditorStyle::GetFloat("Graph.Panel.GridRulePeriod");
check(RulePeriod > 0);
const FLinearColor RegularColor(GetDefault<UEditorStyleSettings>()->RegularColor);
const FLinearColor RuleColor(GetDefault<UEditorStyleSettings>()->RuleColor);
const FLinearColor CenterColor(GetDefault<UEditorStyleSettings>()->CenterColor);
const float GraphSmallestGridSize = 8.0f;
const float RawZoomFactor = GetZoomAmount();
const float NominalGridSize = GetSnapGridSize();
float ZoomFactor = RawZoomFactor;
float Inflation = 1.0f;
while (ZoomFactor*Inflation*NominalGridSize <= GraphSmallestGridSize)
{
Inflation *= 2.0f;
}
const float GridCellSize = NominalGridSize * ZoomFactor * Inflation;
const float GraphSpaceGridX0 = FancyMod(ViewOffset.X, Inflation * NominalGridSize * RulePeriod);
const float GraphSpaceGridY0 = FancyMod(ViewOffset.Y, Inflation * NominalGridSize * RulePeriod);
float ImageOffsetX = GraphSpaceGridX0 * -ZoomFactor;
float ImageOffsetY = GraphSpaceGridY0 * -ZoomFactor;
const FVector2D ZeroSpace = GraphCoordToPanelCoord(FVector2D::ZeroVector);
// Fill the background
FSlateDrawElement::MakeBox(
OutDrawElements,
DrawLayerId,
AllottedGeometry.ToPaintGeometry(),
BackgroundImage
);
TArray<FVector2D> LinePoints;
new (LinePoints) FVector2D(0.0f, 0.0f);
new (LinePoints) FVector2D(0.0f, 0.0f);
//If we want to use grid then show grid, otherwise don't render the grid
if (GetDefault<UEditorStyleSettings>()->bUseGrid == true){
// Horizontal bars
for (int32 GridIndex = 0; ImageOffsetY < AllottedGeometry.GetLocalSize().Y; ImageOffsetY += GridCellSize, ++GridIndex)
{
if (ImageOffsetY >= 0.0f)
{
const bool bIsRuleLine = (GridIndex % RulePeriod) == 0;
const int32 Layer = bIsRuleLine ? (DrawLayerId + 1) : DrawLayerId;
const FLinearColor* Color = bIsRuleLine ? &RuleColor : &RegularColor;
if (FMath::IsNearlyEqual(ZeroSpace.Y, ImageOffsetY, 1.0f))
{
Color = &CenterColor;
}
LinePoints[0] = FVector2D(0.0f, ImageOffsetY);
LinePoints[1] = FVector2D(AllottedGeometry.GetLocalSize().X, ImageOffsetY);
FSlateDrawElement::MakeLines(
OutDrawElements,
Layer,
AllottedGeometry.ToPaintGeometry(),
LinePoints,
ESlateDrawEffect::None,
*Color,
bAntialias);
}
}
// Vertical bars
for (int32 GridIndex = 0; ImageOffsetX < AllottedGeometry.GetLocalSize().X; ImageOffsetX += GridCellSize, ++GridIndex)
{
if (ImageOffsetX >= 0.0f)
{
const bool bIsRuleLine = (GridIndex % RulePeriod) == 0;
const int32 Layer = bIsRuleLine ? (DrawLayerId + 1) : DrawLayerId;
const FLinearColor* Color = bIsRuleLine ? &RuleColor : &RegularColor;
if (FMath::IsNearlyEqual(ZeroSpace.X, ImageOffsetX, 1.0f))
{
Color = &CenterColor;
}
LinePoints[0] = FVector2D(ImageOffsetX, 0.0f);
LinePoints[1] = FVector2D(ImageOffsetX, AllottedGeometry.GetLocalSize().Y);
FSlateDrawElement::MakeLines(
OutDrawElements,
Layer,
AllottedGeometry.ToPaintGeometry(),
LinePoints,
ESlateDrawEffect::None,
*Color,
bAntialias);
}
}
}
DrawLayerId += 2;
}
void SNodePanel::PaintSurroundSunkenShadow(const FSlateBrush* ShadowImage, const FGeometry& AllottedGeometry, const FSlateRect& MyCullingRect, FSlateWindowElementList& OutDrawElements, int32 DrawLayerId) const
{
FSlateDrawElement::MakeBox(
OutDrawElements,
DrawLayerId,
AllottedGeometry.ToPaintGeometry(),
ShadowImage
);
}
void SNodePanel::PaintMarquee(const FGeometry& AllottedGeometry, const FSlateRect& MyCullingRect, FSlateWindowElementList& OutDrawElements, int32 DrawLayerId) const
{
if (Marquee.IsValid())
{
FSlateDrawElement::MakeBox(
OutDrawElements,
DrawLayerId,
AllottedGeometry.ToPaintGeometry( GraphCoordToPanelCoord(Marquee.Rect.GetUpperLeft()), Marquee.Rect.GetSize()*GetZoomAmount() ),
FEditorStyle::GetBrush(TEXT("MarqueeSelection"))
);
}
}
void SNodePanel::PaintSoftwareCursor(const FGeometry& AllottedGeometry, const FSlateRect& MyCullingRect, FSlateWindowElementList& OutDrawElements, int32 DrawLayerId) const
{
if( !bShowSoftwareCursor )
{
return;
}
// Get appropriate software cursor, depending on whether we're panning or zooming
const FSlateBrush* Brush = FEditorStyle::GetBrush(bIsPanning ? TEXT("SoftwareCursor_Grab") : TEXT("SoftwareCursor_UpDown"));
FSlateDrawElement::MakeBox(
OutDrawElements,
DrawLayerId,
AllottedGeometry.ToPaintGeometry( GraphCoordToPanelCoord( SoftwareCursorPosition ) - ( Brush->ImageSize / 2 ), Brush->ImageSize ),
Brush
);
}
void SNodePanel::PaintComment(const FString& CommentText, const FGeometry& AllottedGeometry, const FSlateRect& MyCullingRect, FSlateWindowElementList& OutDrawElements, int32 DrawLayerId, const FLinearColor& CommentTinting, float& HeightAboveNode, const FWidgetStyle& InWidgetStyle) const
{
//@TODO: Ideally we don't need to grab these resources for every comment being drawn
// Get resources/settings for drawing comment bubbles
const FSlateBrush* CommentCalloutArrow = FEditorStyle::GetBrush(TEXT("Graph.Node.CommentArrow"));
const FSlateBrush* CommentCalloutBubble = FEditorStyle::GetBrush(TEXT("Graph.Node.CommentBubble"));
const FSlateFontInfo CommentFont = FEditorStyle::GetFontStyle( TEXT("Graph.Node.CommentFont") );
const FSlateColor CommentTextColor = FEditorStyle::GetColor( TEXT("Graph.Node.Comment.TextColor") );
const FVector2D CommentBubblePadding = FEditorStyle::GetVector( TEXT("Graph.Node.Comment.BubblePadding") );
const TSharedRef< FSlateFontMeasure > FontMeasureService = FSlateApplication::Get().GetRenderer()->GetFontMeasureService();
FVector2D CommentTextSize = FontMeasureService->Measure( CommentText, CommentFont ) + (CommentBubblePadding * 2);
const float PositionBias = HeightAboveNode;
HeightAboveNode += CommentTextSize.Y + 8.0f;
const FVector2D CommentBubbleOffset = FVector2D(0, -(CommentTextSize.Y + CommentCalloutArrow->ImageSize.Y) - PositionBias);
const FVector2D CommentBubbleArrowOffset = FVector2D( CommentCalloutArrow->ImageSize.X, -CommentCalloutArrow->ImageSize.Y - PositionBias);
// Draw a comment bubble
FSlateDrawElement::MakeBox(
OutDrawElements,
DrawLayerId-1,
AllottedGeometry.ToPaintGeometry(CommentBubbleOffset, CommentTextSize),
CommentCalloutBubble,
ESlateDrawEffect::None,
CommentTinting
);
FSlateDrawElement::MakeBox(
OutDrawElements,
DrawLayerId-1,
AllottedGeometry.ToPaintGeometry( CommentBubbleArrowOffset, CommentCalloutArrow->ImageSize ),
CommentCalloutArrow,
ESlateDrawEffect::None,
CommentTinting
);
// Draw the comment text itself
FSlateDrawElement::MakeText(
OutDrawElements,
DrawLayerId,
AllottedGeometry.ToPaintGeometry( CommentBubbleOffset + CommentBubblePadding, CommentTextSize ),
CommentText,
CommentFont,
ESlateDrawEffect::None,
CommentTextColor.GetColor( InWidgetStyle )
);
}
bool SNodePanel::IsNodeCulled(const TSharedRef<SNode>& Node, const FGeometry& AllottedGeometry) const
{
if ( Node->ShouldAllowCulling() )
{
const FVector2D MinClipArea = AllottedGeometry.GetDrawSize() * -NodePanelDefs::GuardBandArea;
const FVector2D MaxClipArea = AllottedGeometry.GetDrawSize() * ( 1.f + NodePanelDefs::GuardBandArea );
const FVector2D NodeTopLeft = GraphCoordToPanelCoord( Node->GetPosition() );
const FVector2D NodeBottomRight = GraphCoordToPanelCoord( Node->GetPosition() + Node->GetDesiredSize() );
return
NodeBottomRight.X < MinClipArea.X ||
NodeBottomRight.Y < MinClipArea.Y ||
NodeTopLeft.X > MaxClipArea.X ||
NodeTopLeft.Y > MaxClipArea.Y;
}
else
{
return false;
}
}
bool SNodePanel::GetBoundsForNode(const UObject* InNode, /*out*/ FVector2D& MinCorner, /*out*/ FVector2D& MaxCorner, float Padding) const
{
MinCorner = FVector2D(MAX_FLT, MAX_FLT);
MaxCorner = FVector2D(-MAX_FLT, -MAX_FLT);
bool bValid = false;
const TSharedRef<SNode>* pWidget = (InNode) ? NodeToWidgetLookup.Find(InNode) : nullptr;
if (pWidget)
{
const SNode& Widget = pWidget->Get();
const FVector2D Lower = Widget.GetPosition();
const FVector2D Upper = Lower + Widget.GetDesiredSize();
MinCorner.X = FMath::Min(MinCorner.X, Lower.X);
MinCorner.Y = FMath::Min(MinCorner.Y, Lower.Y);
MaxCorner.X = FMath::Max(MaxCorner.X, Upper.X);
MaxCorner.Y = FMath::Max(MaxCorner.Y, Upper.Y);
bValid = true;
}
if (bValid)
{
MinCorner.X -= Padding;
MinCorner.Y -= Padding;
MaxCorner.X += Padding;
MaxCorner.Y += Padding;
}
return bValid;
}
bool SNodePanel::GetBoundsForNodes(bool bSelectionSetOnly, FVector2D& MinCorner, FVector2D& MaxCorner, float Padding)
{
MinCorner = FVector2D(MAX_FLT, MAX_FLT);
MaxCorner = FVector2D(-MAX_FLT, -MAX_FLT);
bool bValid = false;
if (bSelectionSetOnly && (SelectionManager.GetSelectedNodes().Num() > 0))
{
for (FGraphPanelSelectionSet::TConstIterator NodeIt(SelectionManager.GetSelectedNodes()); NodeIt; ++NodeIt)
{
TSharedRef<SNode>* pWidget = NodeToWidgetLookup.Find(*NodeIt);
if (pWidget != nullptr)
{
SNode& Widget = pWidget->Get();
const FVector2D Lower = Widget.GetPosition();
const FVector2D Upper = Lower + Widget.GetDesiredSize();
MinCorner.X = FMath::Min(MinCorner.X, Lower.X);
MinCorner.Y = FMath::Min(MinCorner.Y, Lower.Y);
MaxCorner.X = FMath::Max(MaxCorner.X, Upper.X);
MaxCorner.Y = FMath::Max(MaxCorner.Y, Upper.Y);
bValid = true;
}
}
}
else
{
bValid = NodeToWidgetLookup.Num() > 0;
for (auto NodeIt = NodeToWidgetLookup.CreateConstIterator(); NodeIt; ++NodeIt)
{
SNode& Widget = NodeIt.Value().Get();
const FVector2D Lower = Widget.GetPosition();
const FVector2D Upper = Lower + Widget.GetDesiredSize();
MinCorner.X = FMath::Min(MinCorner.X, Lower.X);
MinCorner.Y = FMath::Min(MinCorner.Y, Lower.Y);
MaxCorner.X = FMath::Max(MaxCorner.X, Upper.X);
MaxCorner.Y = FMath::Max(MaxCorner.Y, Upper.Y);
}
}
if (bValid)
{
MinCorner.X -= Padding;
MinCorner.Y -= Padding;
MaxCorner.X += Padding;
MaxCorner.Y += Padding;
}
return bValid;
}
bool SNodePanel::ScrollToLocation(const FGeometry& MyGeometry, FVector2D DesiredCenterPosition, const float InDeltaTime)
{
const FVector2D HalfOFScreenInGraphSpace = 0.5f * MyGeometry.GetLocalSize() / GetZoomAmount();
FVector2D CurrentPosition = ViewOffset + HalfOFScreenInGraphSpace;
FVector2D NewPosition = FMath::Vector2DInterpTo(CurrentPosition, DesiredCenterPosition, InDeltaTime, 10.f);
ViewOffset = NewPosition - HalfOFScreenInGraphSpace;
// If within 1 pixel of target, stop interpolating
return ((NewPosition - DesiredCenterPosition).SizeSquared() < 1.f);
}
bool SNodePanel::ZoomToLocation(const FVector2D& CurrentSizeWithoutZoom, const FVector2D& InDesiredSize, bool bDoneScrolling)
{
if (bAllowContinousZoomInterpolation && ZoomLevelGraphFade.IsPlaying())
{
return false;
}
const int32 DefaultZoomLevel = ZoomLevels->GetDefaultZoomLevel();
const int32 NumZoomLevels = ZoomLevels->GetNumZoomLevels();
int32 DesiredZoom = DefaultZoomLevel;
// Find lowest zoom level that will display all nodes
for (int32 Zoom = 0; Zoom < DefaultZoomLevel; ++Zoom)
{
const FVector2D SizeWithZoom = CurrentSizeWithoutZoom / ZoomLevels->GetZoomAmount(Zoom);
const FVector2D LeftOverSize = SizeWithZoom - InDesiredSize;
if ((InDesiredSize.X > SizeWithZoom.X) || (InDesiredSize.Y > SizeWithZoom.Y))
{
// Use the previous zoom level, this one is too tight
DesiredZoom = FMath::Max<int32>(0, Zoom - 1);
break;
}
}
if (DesiredZoom != ZoomLevel)
{
if (bAllowContinousZoomInterpolation)
{
// Animate to it
PreviousZoomLevel = ZoomLevel;
ZoomLevel = FMath::Clamp(DesiredZoom, 0, NumZoomLevels-1);
ZoomLevelGraphFade.Play( this->AsShared() );
return false;
}
else
{
// Do it instantly, either first or last
if (DesiredZoom < ZoomLevel)
{
// Zooming out; do it instantly
ZoomLevel = PreviousZoomLevel = DesiredZoom;
ZoomLevelFade.Play( this->AsShared() );
}
else
{
// Zooming in; do it last
if (bDoneScrolling)
{
ZoomLevel = PreviousZoomLevel = DesiredZoom;
ZoomLevelFade.Play( this->AsShared() );
}
}
}
PostChangedZoom();
}
return true;
}
void SNodePanel::ZoomToFit(bool bOnlySelection)
{
bDeferredZoomToNodeExtents = true;
bDeferredZoomToSelection = bOnlySelection;
ZoomPadding = NodePanelDefs::DefaultZoomPadding;
}
void SNodePanel::ZoomToTarget(const FVector2D& TopLeft, const FVector2D& BottomRight)
{
bDeferredZoomToNodeExtents = false;
ZoomTargetTopLeft = TopLeft;
ZoomTargetBottomRight = BottomRight;
RequestZoomToFit();
}
void SNodePanel::ChangeZoomLevel(int32 ZoomLevelDelta, const FVector2D& WidgetSpaceZoomOrigin, bool bOverrideZoomLimiting)
{
// We want to zoom into this point; i.e. keep it the same fraction offset into the panel
const FVector2D PointToMaintainGraphSpace = PanelCoordToGraphCoord( WidgetSpaceZoomOrigin );
const int32 DefaultZoomLevel = ZoomLevels->GetDefaultZoomLevel();
const int32 NumZoomLevels = ZoomLevels->GetNumZoomLevels();
const bool bAllowFullZoomRange =
// To zoom in past 1:1 the user must press control
(ZoomLevel == DefaultZoomLevel && ZoomLevelDelta > 0 && bOverrideZoomLimiting) ||
// If they are already zoomed in past 1:1, user may zoom freely
(ZoomLevel > DefaultZoomLevel);
const float OldZoomLevel = ZoomLevel;
if ( bAllowFullZoomRange )
{
ZoomLevel = FMath::Clamp( ZoomLevel + ZoomLevelDelta, 0, NumZoomLevels-1 );
}
else
{
// Without control, we do not allow zooming in past 1:1.
ZoomLevel = FMath::Clamp( ZoomLevel + ZoomLevelDelta, 0, DefaultZoomLevel );
}
if (OldZoomLevel != ZoomLevel)
{
PostChangedZoom();
}
// Note: This happens even when maxed out at a stop; so the user sees the animation and knows that they're at max zoom in/out
ZoomLevelFade.Play( this->AsShared() );
// Re-center the screen so that it feels like zooming around the cursor.
this->ViewOffset = PointToMaintainGraphSpace - WidgetSpaceZoomOrigin / GetZoomAmount();
}
bool SNodePanel::GetBoundsForSelectedNodes( class FSlateRect& Rect, float Padding )
{
bool Result = false;
if(SelectionManager.GetSelectedNodes().Num() > 0)
{
FVector2D MinCorner, MaxCorner;
Result = GetBoundsForNodes(true, MinCorner, MaxCorner,Padding);
Rect = FSlateRect(MinCorner.X, MinCorner.Y, MaxCorner.X, MaxCorner.Y);
}
return Result;
}
FVector2D SNodePanel::GetPastePosition() const
{
return PastePosition;
}
bool SNodePanel::HasDeferredObjectFocus() const
{
return DeferredMovementTargetObject != nullptr;
}
void SNodePanel::PostChangedZoom()
{
CurrentLOD = ZoomLevels->GetLOD(ZoomLevel);
}
void SNodePanel::RequestZoomToFit()
{
if (!ActiveTimerHandle.IsValid())
{
ActiveTimerHandle = RegisterActiveTimer(0.f, FWidgetActiveTimerDelegate::CreateSP(this, &SNodePanel::HandleZoomToFit));
}
}
void SNodePanel::CancelZoomToFit()
{
if (ActiveTimerHandle.IsValid())
{
UnRegisterActiveTimer(ActiveTimerHandle.Pin().ToSharedRef());
}
}
bool SNodePanel::HasMoved() const
{
return (!FMath::IsNearlyEqual(GetZoomAmount(), OldZoomAmount) || !ViewOffset.Equals(OldViewOffset, SMALL_NUMBER));
}