Files
UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Public/SGraphNodeKnot.h
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

51 lines
1.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "SGraphPin.h"
#include "SGraphNodeDefault.h"
class SCommentBubble;
/** The visual representation of a control point meant to adjust how connections are routed, also known as a Reroute node.
* The input knot node should have properly implemented ShouldDrawNodeAsControlPointOnly to return true with valid indices for its pins.
*/
class GRAPHEDITOR_API SGraphNodeKnot : public SGraphNodeDefault
{
public:
SLATE_BEGIN_ARGS(SGraphNodeKnot) {}
SLATE_END_ARGS()
void Construct(const FArguments& InArgs, class UEdGraphNode* InKnot);
// SGraphNode interface
virtual void UpdateGraphNode() override;
virtual const FSlateBrush* GetShadowBrush(bool bSelected) const override;
virtual TSharedPtr<SGraphPin> CreatePinWidget(UEdGraphPin* Pin) const override;
virtual void AddPin(const TSharedRef<SGraphPin>& PinToAdd) override;
virtual void RequestRenameOnSpawn() override { }
// End of SGraphNode interface
protected:
/** Returns Offset to center comment on the node's only pin */
FVector2D GetCommentOffset() const;
protected:
/** Toggles the hovered visibility state */
virtual void OnCommentBubbleToggled(bool bInCommentBubbleVisible) override;
/** If bHoveredCommentVisibility is true, hides the comment bubble after a change is committed */
virtual void OnCommentTextCommitted(const FText& NewComment, ETextCommit::Type CommitInfo) override;
/** The hovered visibility state. If false, comment bubble will only appear on hover. */
bool bAlwaysShowCommentBubble;
/** SharedPtr to comment bubble */
TSharedPtr<SCommentBubble> CommentBubble;
const FSlateBrush* ShadowBrush;
const FSlateBrush* ShadowBrushSelected;
};