Files
UnrealEngineUWP/Engine/Source/Editor/AnimationBlueprintEditor/Public/AnimationNodes/SAnimationGraphNode.h
lucas dower 591fc0ed86 Pose watch widget now shows on Blend Space and State Machine nodes
#jira UE-106437, UE-106437
#rb Thomas.Sarkanen
#preflight 61a0bf1ec3287aab27415d7e

#ROBOMERGE-AUTHOR: lucas.dower
#ROBOMERGE-SOURCE: CL 18299107 in //UE5/Release-5.0/... via CL 18299120
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18299122 by lucas dower in ue5-release-engine-test branch]
2021-11-26 06:39:57 -05:00

82 lines
3.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Input/Reply.h"
#include "Styling/SlateColor.h"
#include "SNodePanel.h"
#include "KismetNodes/SGraphNodeK2Base.h"
#include "Engine/PoseWatch.h"
class UAnimGraphNode_Base;
class IDetailTreeNode;
class IPropertyRowGenerator;
class UAnimBlueprint;
class SPoseWatchOverlay;
class ANIMATIONBLUEPRINTEDITOR_API SAnimationGraphNode : public SGraphNodeK2Base
{
public:
SLATE_BEGIN_ARGS(SAnimationGraphNode) {}
SLATE_END_ARGS()
// Reverse index of the error reporting bar slot
static const int32 ErrorReportingSlotReverseIndex = 0;
// Reverse index of the tag/functions slot
static const int32 TagAndFunctionsSlotReverseIndex = 1;
void Construct(const FArguments& InArgs, UAnimGraphNode_Base* InNode);
// Tweak any created pin widgets so they respond to bindings
static void ReconfigurePinWidgetsForPropertyBindings(UAnimGraphNode_Base* InAnimGraphNode, TSharedRef<SGraphNode> InGraphNodeWidget, TFunctionRef<TSharedPtr<SGraphPin>(UEdGraphPin*)> InFindWidgetForPin);
// Create below-widget controls for editing anim node functions
static TSharedRef<SWidget> CreateNodeFunctionsWidget(UAnimGraphNode_Base* InAnimNode, TAttribute<bool> InUseLowDetail);
// Create below-widget controls for editing anim node tags
static TSharedRef<SWidget> CreateNodeTagWidget(UAnimGraphNode_Base* InAnimNode, TAttribute<bool> InUseLowDetail);
protected:
// SWidget interface
virtual void Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) override;
// End of SWidget interface
// SGraphNode interface
virtual TArray<FOverlayWidgetInfo> GetOverlayWidgets(bool bSelected, const FVector2D& WidgetSize) const override;
virtual TSharedRef<SWidget> CreateTitleWidget(TSharedPtr<SNodeTitle> InNodeTitle) override;
virtual void GetNodeInfoPopups(FNodeInfoContext* Context, TArray<FGraphInformationPopupInfo>& Popups) const override;
virtual void CreateBelowPinControls(TSharedPtr<SVerticalBox> MainBox) override;
virtual TSharedRef<SWidget> CreateNodeContentArea() override;
virtual bool IsHidingPinWidgets() const override { return UseLowDetailNodeContent(); }
// End of SGraphNode interface
private:
// Handle the node informing us that the title has changed
void HandleNodeTitleChanged();
// LOD related functions for content area
bool UseLowDetailNodeContent() const;
FVector2D GetLowDetailDesiredSize() const;
// Handler for pose watches changing
void HandlePoseWatchesChanged(UAnimBlueprint* InAnimBlueprint, UEdGraphNode* InNode);
/** Keep a reference to the indicator widget handing around */
TSharedPtr<SWidget> IndicatorWidget;
/** Keep a reference to the pose view indicator widget handing around */
TSharedPtr<SPoseWatchOverlay> PoseViewWidget;
/** Cache the node title so we can invalidate it */
TSharedPtr<SNodeTitle> NodeTitle;
/** Cached size from when we last drew at high detail */
FVector2D LastHighDetailSize;
/** Cached content area widget (used to derive LastHighDetailSize) */
TSharedPtr<SWidget> CachedContentArea;
};