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- We now don't check verification on skeleton class - Moved Validation to EarlyValidation #lockdown Zachary.EdgertonJones [CL 2390497 by Lina Halper in Main branch]
166 lines
5.9 KiB
C++
166 lines
5.9 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphPrivatePCH.h"
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#include "GraphEditorActions.h"
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#include "ScopedTransaction.h"
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#include "K2ActionMenuBuilder.h" // for FK2ActionMenuBuilder::AddNewNodeAction()
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#include "EdGraphUtilities.h"
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#include "AnimGraphNode_SaveCachedPose.h"
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#include "AnimGraphNode_UseCachedPose.h"
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#include "BlueprintNodeSpawner.h"
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#include "BlueprintActionDatabaseRegistrar.h"
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#include "BlueprintActionFilter.h"
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/////////////////////////////////////////////////////
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// UAnimGraphNode_UseCachedPose
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#define LOCTEXT_NAMESPACE "A3Nodes"
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UAnimGraphNode_UseCachedPose::UAnimGraphNode_UseCachedPose(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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void UAnimGraphNode_UseCachedPose::EarlyValidation(class FCompilerResultsLog& MessageLog) const
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{
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Super::EarlyValidation(MessageLog);
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bool bRefreshSavCachedPoseNode = true;
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// Check to see the current cached node is still valid (and not deleted, by checking pin connections)
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if(SaveCachedPoseNode.IsValid())
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{
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// The node has a single pin, make sure it's there
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check(SaveCachedPoseNode->Pins.Num());
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// Deleted nodes have no links, otherwise we will be doing some wasted work on unlinked nodes
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if(SaveCachedPoseNode->Pins[0]->LinkedTo.Num())
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{
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// The node has links, it's valid, continue to use it
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bRefreshSavCachedPoseNode = false;
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}
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}
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// We need to refresh the cached pose node this node is linked to
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if(bRefreshSavCachedPoseNode && !NameOfCache.IsEmpty())
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{
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UBlueprint* GraphBlueprint = FBlueprintEditorUtils::FindBlueprintForGraph(GetGraph());
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check(GraphBlueprint);
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TArray<UEdGraph*> AllGraphs;
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GraphBlueprint->GetAllGraphs(AllGraphs);
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for(UEdGraph* Graph : AllGraphs)
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{
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// Get a list of all save cached pose nodes
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TArray<UAnimGraphNode_SaveCachedPose*> CachedPoseNodes;
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Graph->GetNodesOfClass(CachedPoseNodes);
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// Go through all the nodes and find one with a title that matches ours
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for (auto NodeIt = CachedPoseNodes.CreateIterator(); NodeIt; ++NodeIt)
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{
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if((*NodeIt)->CacheName == NameOfCache)
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{
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// Fix the original Blueprint node as well as the compiled version
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MessageLog.FindSourceObjectTypeChecked<UAnimGraphNode_UseCachedPose>(this)->SaveCachedPoseNode = *NodeIt;
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SaveCachedPoseNode = *NodeIt;
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break;
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}
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}
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}
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}
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}
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FText UAnimGraphNode_UseCachedPose::GetTooltipText() const
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{
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return LOCTEXT("AnimGraphNode_UseCachedPose_Tooltip", "References an animation tree elsewhere in the blueprint, which will be evaluated at most once per frame.");
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}
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FText UAnimGraphNode_UseCachedPose::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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FFormatNamedArguments Args;
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if(SaveCachedPoseNode.IsValid())
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{
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NameOfCache = SaveCachedPoseNode->CacheName;
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}
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Args.Add(TEXT("CachePoseName"), FText::FromString(NameOfCache));
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return FText::Format(LOCTEXT("AnimGraphNode_UseCachedPose_Title", "Use cached pose '{CachePoseName}'"), Args);
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}
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FString UAnimGraphNode_UseCachedPose::GetNodeCategory() const
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{
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return TEXT("Cached Poses");
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}
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void UAnimGraphNode_UseCachedPose::GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const
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{
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//@TODO: Check the type of the from pin to make sure it's a pose
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if ((ContextMenuBuilder.FromPin == NULL) || (ContextMenuBuilder.FromPin->Direction == EGPD_Input))
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{
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// Get a list of all save cached pose nodes
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TArray<UAnimGraphNode_SaveCachedPose*> CachedPoseNodes;
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FBlueprintEditorUtils::GetAllNodesOfClass<UAnimGraphNode_SaveCachedPose>(FBlueprintEditorUtils::FindBlueprintForGraphChecked(ContextMenuBuilder.CurrentGraph), /*out*/ CachedPoseNodes);
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// Offer a use node for each of them
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for (auto NodeIt = CachedPoseNodes.CreateIterator(); NodeIt; ++NodeIt)
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{
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UAnimGraphNode_UseCachedPose* UseCachedPose = NewObject<UAnimGraphNode_UseCachedPose>();
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UseCachedPose->NameOfCache = (*NodeIt)->CacheName;
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UseCachedPose->SaveCachedPoseNode = *NodeIt;
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TSharedPtr<FEdGraphSchemaAction_K2NewNode> UseCachedPoseAction = FK2ActionMenuBuilder::AddNewNodeAction(ContextMenuBuilder, GetNodeCategory(), UseCachedPose->GetNodeTitle(ENodeTitleType::ListView), UseCachedPose->GetTooltipText().ToString(), 0, UseCachedPose->GetKeywords());
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UseCachedPoseAction->NodeTemplate = UseCachedPose;
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}
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}
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}
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void UAnimGraphNode_UseCachedPose::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
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{
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auto PostSpawnSetupLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode, FString CacheNodeName, UAnimGraphNode_SaveCachedPose* SaveCachePoseNode)
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{
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UAnimGraphNode_UseCachedPose* UseCachedPose = CastChecked<UAnimGraphNode_UseCachedPose>(NewNode);
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// we use an empty CacheName in GetNodeTitle() to relay the proper menu title
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UseCachedPose->SaveCachedPoseNode = SaveCachePoseNode;
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};
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UObject const* ActionKey = ActionRegistrar.GetActionKeyFilter();
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if(UBlueprint const* Blueprint = Cast<UBlueprint>(ActionKey))
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{
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// Get a list of all save cached pose nodes
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TArray<UAnimGraphNode_SaveCachedPose*> CachedPoseNodes;
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FBlueprintEditorUtils::GetAllNodesOfClass<UAnimGraphNode_SaveCachedPose>(Blueprint, /*out*/ CachedPoseNodes);
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// Offer a use node for each of them
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for (auto NodeIt = CachedPoseNodes.CreateIterator(); NodeIt; ++NodeIt)
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{
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UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
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NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(PostSpawnSetupLambda, (*NodeIt)->CacheName, *NodeIt);
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ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
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}
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}
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}
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bool UAnimGraphNode_UseCachedPose::IsActionFilteredOut(class FBlueprintActionFilter const& Filter)
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{
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bool bIsFilteredOut = false;
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if(SaveCachedPoseNode.IsValid())
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{
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FBlueprintActionContext const& FilterContext = Filter.Context;
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for(UBlueprint* Blueprint : FilterContext.Blueprints)
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{
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if(SaveCachedPoseNode->GetBlueprint() != Blueprint)
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{
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bIsFilteredOut = true;
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break;
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}
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}
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}
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return bIsFilteredOut;
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}
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#undef LOCTEXT_NAMESPACE |