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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
1574 lines
52 KiB
C++
1574 lines
52 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "STreeMap.h"
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#include "Rendering/DrawElements.h"
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#include "Widgets/SWindow.h"
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#include "Layout/WidgetPath.h"
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#include "Framework/Application/MenuStack.h"
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#include "Fonts/FontMeasure.h"
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#include "Framework/Application/SlateApplication.h"
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#include "Textures/SlateIcon.h"
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#include "Framework/Commands/UIAction.h"
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#include "Widgets/Layout/SBorder.h"
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#include "Framework/MultiBox/MultiBoxBuilder.h"
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#include "Widgets/Input/SEditableTextBox.h"
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#define LOCTEXT_NAMESPACE "STreeMap"
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namespace STreeMapDefs
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{
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/** Minimum pixels the user must drag the cursor before a drag+drop starts on a visual */
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const float MinCursorDistanceForDraggingVisual = 3.0f;
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}
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void STreeMap::Construct( const FArguments& InArgs, const TSharedRef<FTreeMapNodeData>& InTreeMapNodeData, const TSharedPtr< ITreeMapCustomization >& InCustomization )
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{
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CurrentUndoLevel = INDEX_NONE;
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Customization = InCustomization;
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TreeMapNodeData = InTreeMapNodeData;
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AllowEditing = InArgs._AllowEditing;
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BackgroundImage = InArgs._BackgroundImage;
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NodeBackground = InArgs._NodeBackground;
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HoveredNodeBackground = InArgs._HoveredNodeBackground;
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BorderPadding = InArgs._BorderPadding;
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RelativeDragStartMouseCursorPos = FVector2D::ZeroVector;
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RelativeMouseCursorPos = FVector2D::ZeroVector;
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{
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FTreeMapOptions TreeMapOptions;
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NameFont = TreeMapOptions.NameFont;
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Name2Font = TreeMapOptions.Name2Font;
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CenterTextFont = TreeMapOptions.CenterTextFont;
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if( InArgs._NameFont.IsSet() )
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{
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NameFont = InArgs._NameFont;
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}
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if( InArgs._Name2Font.IsSet() )
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{
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Name2Font = InArgs._Name2Font;
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}
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if( InArgs._CenterTextFont.IsSet() )
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{
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CenterTextFont = InArgs._CenterTextFont;
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}
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}
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MinimumVisualTreeNodeSize = InArgs._MinimumVisualTreeNodeSize;
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TopLevelContainerOuterPadding = InArgs._TopLevelContainerOuterPadding;
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NestedContainerOuterPadding = InArgs._NestedContainerOuterPadding;
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ContainerInnerPadding = InArgs._ContainerInnerPadding;
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ChildContainerTextPadding = InArgs._ChildContainerTextPadding;
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TreeMapSize = FVector2D( 0, 0 );
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NavigateAnimationCurve.AddCurve( 0.0f, InArgs._NavigationTransitionTime, ECurveEaseFunction::CubicOut );
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MouseOverVisual = NULL;
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DraggingVisual = NULL;
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DragVisualDistance = 0.0f;
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bIsNamingNewNode = false;
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HighlightPulseStartTime = -99999.0;
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OnTreeMapNodeDoubleClicked = InArgs._OnTreeMapNodeDoubleClicked;
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if( Customization.IsValid() )
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{
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SizeNodesByAttribute = Customization->GetDefaultSizeByAttribute();
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ColorNodesByAttribute = Customization->GetDefaultColorByAttribute();
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}
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const bool bShouldPlayTransition = false;
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SetTreeRoot( TreeMapNodeData.ToSharedRef(), bShouldPlayTransition );
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}
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void STreeMap::Tick( const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime )
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{
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SLeafWidget::Tick( AllottedGeometry, InCurrentTime, InDeltaTime );
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if( AllottedGeometry.Size != TreeMapSize || !TreeMap.IsValid() )
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{
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// Stop renaming a node if we were doing that
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StopRenamingNode();
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// Make a tree map!
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FTreeMapOptions TreeMapOptions;
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TreeMapOptions.TreeMapType = ETreeMapType::Squarified;
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TreeMapOptions.DisplayWidth = AllottedGeometry.Size.X;
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TreeMapOptions.DisplayHeight = AllottedGeometry.Size.Y;
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TreeMapOptions.TopLevelContainerOuterPadding = TopLevelContainerOuterPadding;
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TreeMapOptions.NestedContainerOuterPadding = NestedContainerOuterPadding;
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TreeMapOptions.ContainerInnerPadding = ContainerInnerPadding;
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TreeMapOptions.NameFont = NameFont.Get();
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TreeMapOptions.Name2Font = Name2Font.Get();
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TreeMapOptions.CenterTextFont = CenterTextFont.Get();
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TreeMapOptions.FontSizeChangeBasedOnDepth = 2; // @todo treemap custom: Expose as a customization option to STreeMap
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TreeMapOptions.MinimumInteractiveNodeSize = MinimumVisualTreeNodeSize;
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TreeMap = ITreeMap::CreateTreeMap( TreeMapOptions, ActiveRootTreeMapNode.ToSharedRef() );
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TreeMapSize = AllottedGeometry.Size;
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CachedNodeVisuals = TreeMap->GetVisuals();
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MouseOverVisual = NULL;
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DraggingVisual = NULL;
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// Map the new visuals back to the old ones!
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NodeVisualIndicesToLastIndices.Reset();
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TSet<int32> ValidLastIndices;
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for( auto VisualIndex = 0; VisualIndex < CachedNodeVisuals.Num(); ++VisualIndex )
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{
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const auto& Visual = CachedNodeVisuals[ VisualIndex ];
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for( auto LastVisualIndex = 0; LastVisualIndex < LastCachedNodeVisuals.Num(); ++LastVisualIndex )
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{
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const auto& LastVisual = LastCachedNodeVisuals[ LastVisualIndex ];
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if( LastVisual.NodeData == Visual.NodeData )
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{
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NodeVisualIndicesToLastIndices.Add( VisualIndex, LastVisualIndex );
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ValidLastIndices.Add( LastVisualIndex );
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break;
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}
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}
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}
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// Find all of the orphans
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OrphanedLastIndices.Reset();
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for( auto LastVisualIndex = 0; LastVisualIndex < LastCachedNodeVisuals.Num(); ++LastVisualIndex )
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{
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if( !ValidLastIndices.Contains( LastVisualIndex ) )
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{
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OrphanedLastIndices.Add( LastVisualIndex );
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}
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}
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}
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}
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void STreeMap::MakeBlendedNodeVisual( const int32 VisualIndex, const float NavigationAlpha, FTreeMapNodeVisualInfo& OutVisual ) const
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{
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OutVisual = CachedNodeVisuals[ VisualIndex ]; // NOTE: Copying visual
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// Do we need to interp?
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if( NavigationAlpha < 1.0f )
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{
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// Did the visual exist before we navigated?
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const int32* LastVisualIndexPtr = NodeVisualIndicesToLastIndices.Find( VisualIndex );
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if( LastVisualIndexPtr != NULL )
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{
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// It did exist!
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const auto LastVisualIndex = *LastVisualIndexPtr;
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const auto& LastVisual = LastCachedNodeVisuals[ LastVisualIndex ];
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// Blend before "before" and "now"
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OutVisual.Position = FMath::Lerp( LastVisual.Position, OutVisual.Position, NavigationAlpha );
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OutVisual.Size = FMath::Lerp( LastVisual.Size, OutVisual.Size, NavigationAlpha );
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// Do an HSV color lerp; it just looks more sensible!
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OutVisual.Color = FLinearColor::LerpUsingHSV( LastVisual.Color, OutVisual.Color, NavigationAlpha );
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// The blended visual is considered interactive only if both the new version and the old version were interactive
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OutVisual.bIsInteractive = LastVisual.bIsInteractive && OutVisual.bIsInteractive;
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}
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else
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{
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// Didn't exist before. Fade in from nothing!
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OutVisual.Color.A *= NavigationAlpha;
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}
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}
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}
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int32 STreeMap::OnPaint( const FPaintArgs& Args, const FGeometry& AllottedGeometry, const FSlateRect& WidgetClippingRect, FSlateWindowElementList& OutDrawElements, int32 LayerId, const FWidgetStyle& InWidgetStyle, bool bParentEnabled ) const
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{
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const bool bEnabled = ShouldBeEnabled( bParentEnabled );
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const auto DrawEffects = bEnabled ? ESlateDrawEffect::None : ESlateDrawEffect::DisabledEffect;
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// Draw background border layer
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{
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const FSlateBrush* ThisBackgroundImage = BackgroundImage.Get();
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FSlateDrawElement::MakeBox(
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OutDrawElements,
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LayerId,
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AllottedGeometry.ToPaintGeometry(),
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ThisBackgroundImage,
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WidgetClippingRect,
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DrawEffects,
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InWidgetStyle.GetColorAndOpacityTint() * ThisBackgroundImage->TintColor.GetColor( InWidgetStyle )
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);
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}
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float NavigationAlpha = NavigateAnimationCurve.GetLerp();
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// Draw tree map
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if( TreeMap.IsValid() )
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{
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// Figure out all the nodes we need to draw in a big ordered list. This can sometimes include nodes from the previous tree map we were
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// looking at before we "navigated", as those nodes will be briefly visible during the animated transition
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static TArray< const FTreeMapNodeVisualInfo* > NodeVisualsToDraw;
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NodeVisualsToDraw.Reset();
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// Draw the orphan's first
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// @todo treemap visuals: During transitions, nodes look "on top" should be drawn last. Right now they will underlap and overlap adjacents at the same time. Looks weird.
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for( auto OrphanedVisualIndex : OrphanedLastIndices )
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{
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NodeVisualsToDraw.Add( &LastCachedNodeVisuals[ OrphanedVisualIndex ] );
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}
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const int32 FirstNewVisualIndex = NodeVisualsToDraw.Num();
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for( const auto& Visual : CachedNodeVisuals )
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{
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NodeVisualsToDraw.Add( &Visual );
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}
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const FTreeMapNodeData* RenamingNodeDataPtr = RenamingNodeData.Pin().Get();
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// Draw background boxes for all visuals
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{
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++LayerId;
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const FSlateBrush* ThisHoveredNodeBackground = HoveredNodeBackground.Get();
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const FSlateBrush* ThisNodeBackground = NodeBackground.Get();
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for( auto DrawVisualIndex = 0; DrawVisualIndex < NodeVisualsToDraw.Num(); ++DrawVisualIndex )
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{
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FTreeMapNodeVisualInfo BlendedVisual;
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if( DrawVisualIndex >= FirstNewVisualIndex )
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{
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MakeBlendedNodeVisual( DrawVisualIndex - FirstNewVisualIndex, NavigationAlpha, BlendedVisual );
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}
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else
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{
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// This is an orphan
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BlendedVisual = *NodeVisualsToDraw[ DrawVisualIndex ];
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BlendedVisual.Color.A *= 1.0f - NavigationAlpha; // Fade orphans out when navigating
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}
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// Don't draw if completely faded out
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if( BlendedVisual.Color.A > KINDA_SMALL_NUMBER )
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{
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const bool bIsMouseOverNode = MouseOverVisual != NULL && MouseOverVisual->NodeData == BlendedVisual.NodeData;
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// Draw the visual's background box
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const FVector2D VisualPosition = BlendedVisual.Position;
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const FSlateRect VisualClippingRect = TransformRect( AllottedGeometry.GetAccumulatedLayoutTransform(), FSlateRect( VisualPosition, VisualPosition + BlendedVisual.Size ) );
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const auto VisualPaintGeometry = AllottedGeometry.ToPaintGeometry( VisualPosition, BlendedVisual.Size );
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auto DrawColor = InWidgetStyle.GetColorAndOpacityTint() * ThisNodeBackground->TintColor.GetColor( InWidgetStyle ) * BlendedVisual.Color;
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FSlateDrawElement::MakeBox(
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OutDrawElements,
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LayerId,
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VisualPaintGeometry,
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bIsMouseOverNode ? ThisHoveredNodeBackground : ThisNodeBackground,
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VisualClippingRect,
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DrawEffects,
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DrawColor
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);
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if( BlendedVisual.NodeData->BackgroundBrush != nullptr )
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{
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// Preserve aspect ratio, but stretch to fill the whole rectangle, even if we have to crop the smaller edge
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const float LargestSize = FMath::Max( BlendedVisual.Size.X, BlendedVisual.Size.Y );
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const FVector2D BackgroundSize( LargestSize, LargestSize );
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FVector2D BackgroundPosition = VisualPosition;
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if( BlendedVisual.Size.X > BlendedVisual.Size.Y ) // Is our box wider than tall?
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{
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const float SizeDifference = LargestSize - BlendedVisual.Size.Y;
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BackgroundPosition.Y -= SizeDifference * 0.5f;
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}
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else
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{
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const float SizeDifference = LargestSize - BlendedVisual.Size.X;
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BackgroundPosition.X -= SizeDifference * 0.5f;
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}
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const auto BackgroundPaintGeometry = AllottedGeometry.ToPaintGeometry( BackgroundPosition, BackgroundSize );
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const FSlateRect BackgroundClippingRect = VisualClippingRect.InsetBy( FMargin( 1 ) );
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// Draw the background brush
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FSlateDrawElement::MakeBox(
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OutDrawElements,
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LayerId,
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BackgroundPaintGeometry,
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BlendedVisual.NodeData->BackgroundBrush,
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BackgroundClippingRect,
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DrawEffects,
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DrawColor );
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}
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const bool bIsHighlightPulseNode = HighlightPulseNode.IsValid() && HighlightPulseNode.Pin().Get() == BlendedVisual.NodeData;
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if( bIsHighlightPulseNode )
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{
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const float HighlightPulseAnimDuration = 1.5f; // @todo treemap: Probably should be customizable in the widget's settings
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const float HighlightPulseAnimProgress = ( FSlateApplication::Get().GetCurrentTime() - HighlightPulseStartTime ) / HighlightPulseAnimDuration;
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if( HighlightPulseAnimProgress >= 0.0f && HighlightPulseAnimProgress <= 1.0f )
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{
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DrawColor = FLinearColor( 1.0f, 1.0f, 1.0f, FMath::MakePulsatingValue( HighlightPulseAnimProgress, 6.0f, 0.5f ) );
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FSlateDrawElement::MakeBox(
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OutDrawElements,
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LayerId,
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VisualPaintGeometry,
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ThisHoveredNodeBackground,
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VisualClippingRect,
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DrawEffects,
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DrawColor );
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}
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}
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}
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}
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}
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// Draw text layers. We draw it twice for all visuals. Once for a drop shadow, and then again for the foreground text.
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const TSharedRef< FSlateFontMeasure >& FontMeasureService = FSlateApplication::Get().GetRenderer()->GetFontMeasureService();
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for( auto TextLayerIndex = 0; TextLayerIndex < 2; ++TextLayerIndex )
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{
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++LayerId;
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// @todo treemap: Want ellipses for truncated text
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// @todo treemap: Squash text based on box size rather than strictly depth?
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const float ShadowOpacity = 0.5f;
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const auto ShadowOffset = ( TextLayerIndex == 0 ) ? FVector2D( -1.0f, 1.0f ) : FVector2D::ZeroVector;
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const auto TextColorScale = ( TextLayerIndex == 0 ) ? FLinearColor( 0.0f, 0.0f, 0.0f, ShadowOpacity ) : FLinearColor::White;
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for( auto DrawVisualIndex = 0; DrawVisualIndex < NodeVisualsToDraw.Num(); ++DrawVisualIndex )
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{
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FTreeMapNodeVisualInfo BlendedVisual;
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if( DrawVisualIndex >= FirstNewVisualIndex )
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{
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MakeBlendedNodeVisual( DrawVisualIndex - FirstNewVisualIndex, NavigationAlpha, BlendedVisual );
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}
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else
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{
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// This is an orphan
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BlendedVisual = *NodeVisualsToDraw[ DrawVisualIndex ];
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BlendedVisual.Color.A *= 1.0f - NavigationAlpha; // Fade orphans out when navigating
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}
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// Don't draw text if completely faded out, or if not interactive
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if( BlendedVisual.Color.A > KINDA_SMALL_NUMBER && BlendedVisual.bIsInteractive )
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{
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// Don't draw a title for a node that is actively being renamed -- the text box is already visible, after all
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if( BlendedVisual.NodeData != RenamingNodeDataPtr )
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{
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const FVector2D VisualPosition = BlendedVisual.Position;
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// Allow text to fade out with its parent box
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auto VisualTextColor = TextColorScale;
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VisualTextColor.A *= BlendedVisual.Color.A;
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const bool bIsMouseOverNode = MouseOverVisual != NULL && MouseOverVisual->NodeData == BlendedVisual.NodeData;
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// If the visual is crushed down pretty small in screen space, we don't want to bother even try drawing text
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const FVector2D ScreenSpaceVisualSize( AllottedGeometry.Scale * BlendedVisual.Size );
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if( ScreenSpaceVisualSize.X > 20 )
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{
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const auto VisualPaintGeometry = AllottedGeometry.ToPaintGeometry( VisualPosition, BlendedVisual.Size );
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// Clip the text to the visual's rectangle, with some extra inner padding to avoid overlapping the visual's border
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auto TextClippingRect = FSlateRect( VisualPaintGeometry.DrawPosition, VisualPaintGeometry.DrawPosition + VisualPaintGeometry.GetLocalSize() );
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TextClippingRect = TextClippingRect.IntersectionWith( WidgetClippingRect );
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TextClippingRect = TextClippingRect.InsetBy( FMargin( ChildContainerTextPadding, 0, ChildContainerTextPadding, 0 ) );
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if( TextClippingRect.IsValid() )
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{
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// Name (first line)
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float NameTextHeight = 0.0f;
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if( !BlendedVisual.NodeData->Name.IsEmpty() )
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{
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const FVector2D TextSize = FontMeasureService->Measure( BlendedVisual.NodeData->Name, BlendedVisual.NameFont );
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NameTextHeight = TextSize.Y;
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const auto TextX = VisualPosition.X + FMath::Max( ChildContainerTextPadding, (float)BlendedVisual.Size.X * 0.5f - TextSize.X * 0.5f ); // Clamp to left edge if cropped, so the user can at least read the beginning
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const auto TextY = VisualPosition.Y + ChildContainerTextPadding;
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FSlateDrawElement::MakeText(
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OutDrawElements,
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LayerId,
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AllottedGeometry.ToOffsetPaintGeometry( ShadowOffset + FVector2D( TextX, TextY ) ),
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BlendedVisual.NodeData->Name,
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BlendedVisual.NameFont,
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TextClippingRect,
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DrawEffects,
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InWidgetStyle.GetColorAndOpacityTint() * VisualTextColor );
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}
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// Name (second line)
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float Name2TextHeight = 0.0f;
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if( !BlendedVisual.NodeData->Name2.IsEmpty() && BlendedVisual.NodeData->IsLeafNode() )
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{
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const FVector2D TextSize = FontMeasureService->Measure( BlendedVisual.NodeData->Name2, BlendedVisual.Name2Font );
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Name2TextHeight = TextSize.Y;
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const auto TextX = VisualPosition.X + FMath::Max( ChildContainerTextPadding, (float)BlendedVisual.Size.X * 0.5f - TextSize.X * 0.5f ); // Clamp to left edge if cropped, so the user can at least read the beginning
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const auto TextY = VisualPosition.Y + ChildContainerTextPadding + NameTextHeight;
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// Clip the text to the visual's rectangle, with some extra inner padding to avoid overlapping the visual's border
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FSlateDrawElement::MakeText(
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OutDrawElements,
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LayerId,
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AllottedGeometry.ToOffsetPaintGeometry( ShadowOffset + FVector2D( TextX, TextY ) ),
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BlendedVisual.NodeData->Name2,
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BlendedVisual.Name2Font,
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TextClippingRect,
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DrawEffects,
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InWidgetStyle.GetColorAndOpacityTint() * VisualTextColor );
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}
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// Center text
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if( !BlendedVisual.NodeData->CenterText.IsEmpty() && BlendedVisual.NodeData->IsLeafNode() )
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{
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// If the visual is smaller than the text we're going to draw, try using a smaller font
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const FSlateFontInfo* BlendedVisualCenterTextFont = &BlendedVisual.CenterTextFont;
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const FVector2D FullTextSize = FontMeasureService->Measure( BlendedVisual.NodeData->CenterText, *BlendedVisualCenterTextFont );
|
|
if( ScreenSpaceVisualSize.X < FullTextSize.X || ScreenSpaceVisualSize.Y < FullTextSize.Y ) // @todo treemap: assumption that NameFont will be smaller than CenterText font
|
|
{
|
|
BlendedVisualCenterTextFont = &BlendedVisual.NameFont;
|
|
}
|
|
|
|
const FVector2D TextSize = FontMeasureService->Measure( BlendedVisual.NodeData->CenterText, *BlendedVisualCenterTextFont );
|
|
const auto TextX = VisualPosition.X + FMath::Max( ChildContainerTextPadding, (float)BlendedVisual.Size.X * 0.5f - TextSize.X * 0.5f ); // Clamp to left edge if cropped, so the user can at least read the beginning
|
|
const auto TextY = VisualPosition.Y + FMath::Max( ChildContainerTextPadding + NameTextHeight + Name2TextHeight, (float)BlendedVisual.Size.Y * 0.5f - TextSize.Y * 0.5f ); // Clamp to bottom of first line of text if cropped
|
|
|
|
// Clip the text to the visual's rectangle, with some extra inner padding to avoid overlapping the visual's border
|
|
FSlateDrawElement::MakeText(
|
|
OutDrawElements,
|
|
LayerId,
|
|
AllottedGeometry.ToOffsetPaintGeometry( ShadowOffset + FVector2D( TextX, TextY ) ),
|
|
BlendedVisual.NodeData->CenterText,
|
|
*BlendedVisualCenterTextFont,
|
|
TextClippingRect,
|
|
DrawEffects,
|
|
InWidgetStyle.GetColorAndOpacityTint() * VisualTextColor );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if( DraggingVisual != NULL && DragVisualDistance >= STreeMapDefs::MinCursorDistanceForDraggingVisual )
|
|
{
|
|
const FVector2D DragStartCursorPos = RelativeDragStartMouseCursorPos;
|
|
const FVector2D NewCursorPos = RelativeMouseCursorPos;
|
|
|
|
const FVector2D SplineStart = DragStartCursorPos;
|
|
const FVector2D SplineEnd = NewCursorPos;
|
|
|
|
const FVector2D SplineStartDir = ( DragStartCursorPos - ( DraggingVisual->Position + DraggingVisual->Size * 0.5f ) ); // @todo treemap: Point away from the center of the dragged visual
|
|
const FVector2D SplineEndDir = FVector2D( 0.0f, 200.0f ); // @todo treemap: Probably needs better customization support
|
|
|
|
// @todo treemap: Draw line in red if drop won't work?
|
|
|
|
// Draw two passes, the first one is an drop shadow
|
|
for( auto SplineLayerIndex = 0; SplineLayerIndex < 2; ++SplineLayerIndex )
|
|
{
|
|
++LayerId;
|
|
|
|
const float ShadowOpacity = 0.5f;
|
|
const float SplineThickness = ( SplineLayerIndex == 0 ) ? 5.0f : 4.0f;
|
|
const auto ShadowOffset = ( SplineLayerIndex == 0 ) ? FVector2D( -1.0f, 1.0f ) : FVector2D::ZeroVector;
|
|
const auto SplineColorScale = ( SplineLayerIndex == 0 ) ? FLinearColor( 0.0f, 0.0f, 0.0f, ShadowOpacity ) : FLinearColor::White;
|
|
|
|
FSlateDrawElement::MakeSpline(
|
|
OutDrawElements,
|
|
LayerId,
|
|
AllottedGeometry.ToPaintGeometry( ShadowOffset, FVector2D( 1.0, 1.0f ) ),
|
|
SplineStart,
|
|
SplineStartDir,
|
|
SplineEnd,
|
|
SplineEndDir,
|
|
WidgetClippingRect,
|
|
SplineThickness,
|
|
DrawEffects,
|
|
InWidgetStyle.GetColorAndOpacityTint() * DraggingVisual->Color * SplineColorScale );
|
|
}
|
|
}
|
|
|
|
|
|
return LayerId;
|
|
}
|
|
|
|
|
|
|
|
FVector2D STreeMap::ComputeDesiredSize(float LayoutScaleMultiplier) const
|
|
{
|
|
// TreeMap widgets have no desired size -- their size is always determined by their container
|
|
return FVector2D::ZeroVector;
|
|
}
|
|
|
|
|
|
FReply STreeMap::OnMouseMove( const FGeometry& InMyGeometry, const FPointerEvent& InMouseEvent )
|
|
{
|
|
FReply Reply = FReply::Unhandled();
|
|
|
|
// Update window-relative cursor position
|
|
RelativeMouseCursorPos = InMyGeometry.AbsoluteToLocal( InMouseEvent.GetScreenSpacePosition() );
|
|
|
|
// Clear current hover
|
|
MouseOverVisual = NULL;
|
|
|
|
// Don't hover while transitioning. It looks bad!
|
|
if( !IsNavigationTransitionActive() )
|
|
{
|
|
// Figure out which visual the cursor is over
|
|
FTreeMapNodeVisualInfo* NodeVisualUnderCursor = FindNodeVisualUnderCursor( InMyGeometry, InMouseEvent.GetScreenSpacePosition() );
|
|
if( NodeVisualUnderCursor != NULL )
|
|
{
|
|
// Mouse is over a visual
|
|
MouseOverVisual = NodeVisualUnderCursor;
|
|
}
|
|
|
|
Reply = FReply::Handled();
|
|
}
|
|
|
|
if( DraggingVisual != NULL )
|
|
{
|
|
DragVisualDistance += InMouseEvent.GetCursorDelta().Size();
|
|
}
|
|
|
|
return Reply;
|
|
}
|
|
|
|
|
|
void STreeMap::OnMouseLeave( const FPointerEvent& InMouseEvent )
|
|
{
|
|
MouseOverVisual = NULL;
|
|
}
|
|
|
|
|
|
FReply STreeMap::OnMouseButtonDown( const FGeometry& InMyGeometry, const FPointerEvent& InMouseEvent )
|
|
{
|
|
FReply Reply = FReply::Unhandled();
|
|
if( InMouseEvent.GetEffectingButton() == EKeys::LeftMouseButton )
|
|
{
|
|
// Wait until we've finished animating a transition
|
|
if( !IsNavigationTransitionActive() )
|
|
{
|
|
if( AllowEditing.Get() )
|
|
{
|
|
// Figure out what was clicked on
|
|
FTreeMapNodeVisualInfo* NodeVisualUnderCursor = FindNodeVisualUnderCursor( InMyGeometry, InMouseEvent.GetScreenSpacePosition() );
|
|
if( NodeVisualUnderCursor != NULL )
|
|
{
|
|
// Mouse was pressed on a node
|
|
DraggingVisual = NodeVisualUnderCursor;
|
|
DragVisualDistance = 0.0f;
|
|
RelativeDragStartMouseCursorPos = InMyGeometry.AbsoluteToLocal( InMouseEvent.GetScreenSpacePosition() );
|
|
|
|
Reply = FReply::Handled();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return Reply;
|
|
}
|
|
|
|
|
|
FReply STreeMap::OnMouseButtonUp( const FGeometry& InMyGeometry, const FPointerEvent& InMouseEvent )
|
|
{
|
|
FReply Reply = FReply::Unhandled();
|
|
if( InMouseEvent.GetEffectingButton() == EKeys::LeftMouseButton )
|
|
{
|
|
auto* DroppedVisual = DraggingVisual;
|
|
DraggingVisual = NULL;
|
|
|
|
if( DroppedVisual != NULL && DragVisualDistance >= STreeMapDefs::MinCursorDistanceForDraggingVisual )
|
|
{
|
|
// Wait until we've finished animating a transition
|
|
if( !IsNavigationTransitionActive() )
|
|
{
|
|
// Find the node under the cursor
|
|
FTreeMapNodeVisualInfo* NodeVisualUnderCursor = FindNodeVisualUnderCursor( InMyGeometry, InMouseEvent.GetScreenSpacePosition() );
|
|
if( NodeVisualUnderCursor != NULL )
|
|
{
|
|
// The dropped node will become a child of the node we dropped onto
|
|
auto NewParentNode = NodeVisualUnderCursor->NodeData->AsShared();
|
|
auto DroppedNode = DroppedVisual->NodeData->AsShared();
|
|
|
|
// Reparent it!
|
|
ReparentNode( DroppedNode, NewParentNode );
|
|
|
|
Reply = FReply::Handled();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FTreeMapNodeVisualInfo* NodeVisualUnderCursor = FindNodeVisualUnderCursor( InMyGeometry, InMouseEvent.GetScreenSpacePosition() );
|
|
if( NodeVisualUnderCursor != NULL )
|
|
{
|
|
if( AllowEditing.Get() )
|
|
{
|
|
// Start renaming!
|
|
const bool bIsNewNode = false;
|
|
StartRenamingNode( InMyGeometry, NodeVisualUnderCursor->NodeData->AsShared(), NodeVisualUnderCursor->Position, bIsNewNode );
|
|
|
|
Reply = FReply::Handled();
|
|
}
|
|
}
|
|
}
|
|
|
|
DragVisualDistance = 0.0f;
|
|
}
|
|
else if( InMouseEvent.GetEffectingButton() == EKeys::RightMouseButton )
|
|
{
|
|
// Show a pop-up menu!
|
|
ShowOptionsMenuAt( InMouseEvent );
|
|
}
|
|
|
|
return Reply;
|
|
}
|
|
|
|
|
|
|
|
FReply STreeMap::OnMouseButtonDoubleClick( const FGeometry& InMyGeometry, const FPointerEvent& InMouseEvent )
|
|
{
|
|
FReply Reply = FReply::Unhandled();
|
|
|
|
if( InMouseEvent.GetEffectingButton() == EKeys::LeftMouseButton )
|
|
{
|
|
// Wait until we're done transitioning before allowing another transition
|
|
if( !IsNavigationTransitionActive() )
|
|
{
|
|
// Figure out what was clicked on
|
|
const FTreeMapNodeVisualInfo* NodeVisualUnderCursor = FindNodeVisualUnderCursor( InMyGeometry, InMouseEvent.GetScreenSpacePosition() );
|
|
if( NodeVisualUnderCursor != NULL )
|
|
{
|
|
// Double-clicked on a tree map visual! Check to see if we were asked to customize how double-click is handled.
|
|
if( OnTreeMapNodeDoubleClicked.IsBound() )
|
|
{
|
|
OnTreeMapNodeDoubleClicked.Execute( *NodeVisualUnderCursor->NodeData );
|
|
}
|
|
else
|
|
{
|
|
// Double-click was not overridden, so just do our default thing and re-root the tree directly on the node that was double-clicked on
|
|
|
|
// Re-root the tree
|
|
const bool bShouldPlayTransition = true;
|
|
SetTreeRoot( NodeVisualUnderCursor->NodeData->AsShared(), bShouldPlayTransition );
|
|
}
|
|
|
|
Reply = FReply::Handled();
|
|
}
|
|
}
|
|
}
|
|
|
|
return Reply;
|
|
}
|
|
|
|
|
|
FReply STreeMap::OnMouseWheel( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent )
|
|
{
|
|
FReply Reply = FReply::Unhandled();
|
|
|
|
// Don't zoom in or out while already transitioning. It feels too frenetic.
|
|
if( !IsNavigationTransitionActive() )
|
|
{
|
|
if( MouseEvent.GetWheelDelta() > 0 )
|
|
{
|
|
// Figure out what was clicked on
|
|
const FTreeMapNodeVisualInfo* NodeVisualUnderCursor = FindNodeVisualUnderCursor( MyGeometry, MouseEvent.GetScreenSpacePosition() );
|
|
if( NodeVisualUnderCursor != NULL )
|
|
{
|
|
// From the node that was scrolled over, visits nodes upward until we find one whose parent is our current active root
|
|
FTreeMapNodeDataPtr NextNode = NodeVisualUnderCursor->NodeData->AsShared();
|
|
do
|
|
{
|
|
FTreeMapNodeDataPtr NodeParent;
|
|
if( NextNode->Parent != NULL )
|
|
{
|
|
NodeParent = NextNode->Parent->AsShared();
|
|
}
|
|
|
|
if( NodeParent == ActiveRootTreeMapNode )
|
|
{
|
|
break;
|
|
}
|
|
NextNode = NodeParent;
|
|
}
|
|
while( NextNode.IsValid() );
|
|
|
|
// Zoom in one level
|
|
if( NextNode.IsValid() )
|
|
{
|
|
const bool bShouldPlayTransition = true;
|
|
SetTreeRoot( NextNode.ToSharedRef(), bShouldPlayTransition );
|
|
|
|
if( !Reply.IsEventHandled() )
|
|
{
|
|
Reply = FReply::Handled();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if( MouseEvent.GetWheelDelta() < 0 )
|
|
{
|
|
// Zoom out one level
|
|
if( ActiveRootTreeMapNode->Parent != NULL )
|
|
{
|
|
const bool bShouldPlayTransition = true;
|
|
SetTreeRoot( ActiveRootTreeMapNode->Parent->AsShared(), bShouldPlayTransition );
|
|
|
|
if( !Reply.IsEventHandled() )
|
|
{
|
|
Reply = FReply::Handled();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return Reply;
|
|
}
|
|
|
|
|
|
void STreeMap::SetTreeRoot( const FTreeMapNodeDataRef& NewRoot, const bool bShouldPlayTransition )
|
|
{
|
|
if( ActiveRootTreeMapNode != NewRoot )
|
|
{
|
|
ActiveRootTreeMapNode = NewRoot;
|
|
|
|
// Freshen the visualization data for the node since it may be stale after being copied off the undo stack
|
|
RebuildTreeMap( bShouldPlayTransition );
|
|
}
|
|
}
|
|
|
|
|
|
void STreeMap::RebuildTreeMap( const bool bShouldPlayTransition )
|
|
{
|
|
// Stop renaming anything. We don't want pop-up windows persisting during the transition
|
|
StopRenamingNode();
|
|
|
|
// Keep track of the last tree
|
|
LastTreeMap = TreeMap;
|
|
LastCachedNodeVisuals = CachedNodeVisuals;
|
|
if( bShouldPlayTransition )
|
|
{
|
|
NavigateAnimationCurve.Play( AsShared() );
|
|
}
|
|
else
|
|
{
|
|
NavigateAnimationCurve.JumpToEnd();
|
|
}
|
|
|
|
// Kill the tree map so that it will be regenerated
|
|
TreeMap.Reset();
|
|
CachedNodeVisuals.Reset();
|
|
DraggingVisual = NULL;
|
|
MouseOverVisual = NULL;
|
|
|
|
// Customize the size and coloring of the source nodes before we rebuild it
|
|
ApplyVisualizationToNodes( ActiveRootTreeMapNode.ToSharedRef() );
|
|
}
|
|
|
|
|
|
FTreeMapNodeVisualInfo* STreeMap::FindNodeVisualUnderCursor( const FGeometry& MyGeometry, const FVector2D& ScreenSpaceCursorPosition )
|
|
{
|
|
if( TreeMap.IsValid() )
|
|
{
|
|
const FVector2D LocalCursorPosition = MyGeometry.AbsoluteToLocal( ScreenSpaceCursorPosition );
|
|
|
|
// NOTE: Iterating backwards so that child-most nodes are checked first
|
|
for( auto VisualIndex = CachedNodeVisuals.Num() - 1; VisualIndex >= 0; --VisualIndex )
|
|
{
|
|
auto& Visual = CachedNodeVisuals[ VisualIndex ];
|
|
|
|
// We only allow interactive visuals to be moused over
|
|
if( Visual.bIsInteractive )
|
|
{
|
|
const auto VisualRect = FSlateRect( Visual.Position, Visual.Position + Visual.Size );
|
|
if( VisualRect.ContainsPoint( LocalCursorPosition ) )
|
|
{
|
|
return &Visual;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
bool STreeMap::IsNavigationTransitionActive() const
|
|
{
|
|
return NavigateAnimationCurve.IsPlaying();
|
|
}
|
|
|
|
|
|
void STreeMap::TakeUndoSnapshot()
|
|
{
|
|
// If we've already undone some state, then we'll remove any undo state beyond the level that
|
|
// we've already undone up to.
|
|
if( CurrentUndoLevel != INDEX_NONE )
|
|
{
|
|
UndoStates.RemoveAt( CurrentUndoLevel, UndoStates.Num() - CurrentUndoLevel );
|
|
|
|
// Reset undo level as we haven't undone anything since this latest undo
|
|
CurrentUndoLevel = INDEX_NONE;
|
|
}
|
|
|
|
// Take an Undo snapshot before we change anything
|
|
UndoStates.Add( this->TreeMapNodeData->CopyNodeRecursively() );
|
|
|
|
// If we've hit the undo limit, then delete previous entries
|
|
const int32 MaxUndoLevels = 200; // @todo treemap custom: Make customizable in the settings of the widget?
|
|
if( UndoStates.Num() > MaxUndoLevels )
|
|
{
|
|
UndoStates.RemoveAt( 0 );
|
|
}
|
|
}
|
|
|
|
|
|
FTreeMapNodeDataPtr STreeMap::FindNodeInCopiedTree( const FTreeMapNodeDataRef& NodeToFind, const FTreeMapNodeDataRef& OriginalNode, const FTreeMapNodeDataRef& CopiedNode ) const
|
|
{
|
|
if( NodeToFind == OriginalNode )
|
|
{
|
|
return CopiedNode;
|
|
}
|
|
|
|
for( int32 ChildNodeIndex = 0; ChildNodeIndex < OriginalNode->Children.Num(); ++ChildNodeIndex )
|
|
{
|
|
const auto& OriginalChildNode = OriginalNode->Children[ ChildNodeIndex ];
|
|
const auto& CopiedChildNode = CopiedNode->Children[ ChildNodeIndex ];
|
|
|
|
const auto& FoundMatchingCopy = FindNodeInCopiedTree( NodeToFind, OriginalChildNode.ToSharedRef(), CopiedChildNode.ToSharedRef() );
|
|
if( FoundMatchingCopy.IsValid() )
|
|
{
|
|
return FoundMatchingCopy;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
void STreeMap::Undo()
|
|
{
|
|
if( UndoStates.Num() > 0 )
|
|
{
|
|
// Restore from undo state
|
|
int32 UndoStateIndex;
|
|
if( CurrentUndoLevel == INDEX_NONE )
|
|
{
|
|
// We haven't undone anything since the last time a new undo state was added
|
|
UndoStateIndex = UndoStates.Num() - 1;
|
|
|
|
// Store an undo state for the current state (before undo was pressed)
|
|
TakeUndoSnapshot();
|
|
}
|
|
else
|
|
{
|
|
// Move down to the next undo level
|
|
UndoStateIndex = CurrentUndoLevel - 1;
|
|
}
|
|
|
|
// Is there anything else to undo?
|
|
if( UndoStateIndex >= 0 )
|
|
{
|
|
// Undo from history
|
|
{
|
|
const FTreeMapNodeDataRef NewTreeMapNodeData = UndoStates[ UndoStateIndex ]->CopyNodeRecursively();
|
|
const FTreeMapNodeDataRef NewActiveRoot = FindNodeInCopiedTree( ActiveRootTreeMapNode.ToSharedRef(), TreeMapNodeData.ToSharedRef(), NewTreeMapNodeData ).ToSharedRef();
|
|
TreeMapNodeData = NewTreeMapNodeData;
|
|
|
|
const bool bShouldPlayTransition = true; // @todo treemap: A bit worried about volatility of LastTreeMap node refs here
|
|
SetTreeRoot( NewActiveRoot, bShouldPlayTransition );
|
|
}
|
|
|
|
CurrentUndoLevel = UndoStateIndex;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void STreeMap::Redo()
|
|
{
|
|
// Is there anything to redo? If we've haven't tried to undo since the last time new
|
|
// undo state was added, then CurrentUndoLevel will be INDEX_NONE
|
|
if( CurrentUndoLevel != INDEX_NONE )
|
|
{
|
|
const int32 NextUndoLevel = CurrentUndoLevel + 1;
|
|
if( UndoStates.Num() > NextUndoLevel )
|
|
{
|
|
// Restore from undo state
|
|
{
|
|
const FTreeMapNodeDataRef NewTreeMapNodeData = UndoStates[ NextUndoLevel ]->CopyNodeRecursively();
|
|
const FTreeMapNodeDataRef NewActiveRoot = FindNodeInCopiedTree( ActiveRootTreeMapNode.ToSharedRef(), TreeMapNodeData.ToSharedRef(), NewTreeMapNodeData ).ToSharedRef();
|
|
TreeMapNodeData = NewTreeMapNodeData;
|
|
|
|
const bool bShouldPlayTransition = true; // @todo treemap: A bit worried about volatility of LastTreeMap node refs here
|
|
SetTreeRoot( NewActiveRoot, bShouldPlayTransition );
|
|
}
|
|
|
|
CurrentUndoLevel = NextUndoLevel;
|
|
|
|
if( UndoStates.Num() <= CurrentUndoLevel + 1 )
|
|
{
|
|
// We've redone all available undo states
|
|
CurrentUndoLevel = INDEX_NONE;
|
|
|
|
// Pop last undo state that we created on initial undo
|
|
UndoStates.RemoveAt( UndoStates.Num() - 1 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void STreeMap::ReparentNode( const FTreeMapNodeDataRef DroppedNode, const FTreeMapNodeDataRef NewParentNode )
|
|
{
|
|
// Can't reparent the tree root node
|
|
if( DroppedNode != TreeMapNodeData )
|
|
{
|
|
struct Local
|
|
{
|
|
/** Checks to see if the specified Node is a child of 'PossibleParent' at any level */
|
|
static bool IsMyParent( const FTreeMapNodeDataRef& Node, const FTreeMapNodeDataRef& PossibleParent )
|
|
{
|
|
if( Node == PossibleParent )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
if( PossibleParent->Parent != NULL )
|
|
{
|
|
return IsMyParent( Node, PossibleParent->Parent->AsShared() );
|
|
}
|
|
|
|
return false;
|
|
}
|
|
};
|
|
|
|
// Can't parent owning nodes to their children
|
|
if( !Local::IsMyParent( DroppedNode, NewParentNode ) )
|
|
{
|
|
// Can't reparent to self
|
|
if( NewParentNode != DroppedNode )
|
|
{
|
|
// Only if parent has changed
|
|
if( &NewParentNode.Get() != DroppedNode->Parent )
|
|
{
|
|
// Take an Undo snapshot before we change anything
|
|
TakeUndoSnapshot();
|
|
|
|
if( DroppedNode->Parent != NULL )
|
|
{
|
|
DroppedNode->Parent->Children.RemoveSingle( DroppedNode );
|
|
}
|
|
NewParentNode->Children.Add( DroppedNode );
|
|
DroppedNode->Parent = &NewParentNode.Get();
|
|
|
|
// If we container node became a leaf node, we need to make sure it has a valid size set
|
|
// @todo treemap: This seems a bit... weird. It won't reverse either, if you put the node back (save with overridden size!) Maybe we need a bool for "auto size"=true. OR, have a separate size for Node vs. Leaf?
|
|
if( DroppedNode->Size == 0.0f && DroppedNode->IsLeafNode() )
|
|
{
|
|
DroppedNode->Size = 1.0f;
|
|
}
|
|
|
|
// Invalidate the tree
|
|
const bool bShouldPlayTransition = true;
|
|
RebuildTreeMap( bShouldPlayTransition );
|
|
|
|
// After we have a new tree, play a highlight effect on the reparented node so the user can see where it ended
|
|
// up in the tree. Tree map layout can be fairly volatile after a parenting change.
|
|
HighlightPulseNode = DroppedNode;
|
|
HighlightPulseStartTime = FSlateApplication::Get().GetCurrentTime();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
FReply STreeMap::DeleteHoveredNode()
|
|
{
|
|
FReply Reply = FReply::Unhandled();
|
|
|
|
// Wait until we've finished animating a transition
|
|
if( !IsNavigationTransitionActive() )
|
|
{
|
|
if( MouseOverVisual != NULL )
|
|
{
|
|
// Only non-root nodes can be deleted
|
|
auto NodeToDelete = MouseOverVisual->NodeData->AsShared();
|
|
if( NodeToDelete->Parent != NULL )
|
|
{
|
|
// Don't allow the current active tree root to be deleted. The user should zoom out first!
|
|
if( NodeToDelete != ActiveRootTreeMapNode )
|
|
{
|
|
TakeUndoSnapshot();
|
|
|
|
// Delete the node
|
|
{
|
|
NodeToDelete->Parent->Children.RemoveSingle( NodeToDelete );
|
|
NodeToDelete->Parent = NULL;
|
|
|
|
// Note: NodeToDelete will actually be deleted when it goes out of scope later in this function (shared pointer), but it is already removed from our tree
|
|
}
|
|
|
|
const bool bShouldPlayTransition = true;
|
|
RebuildTreeMap( bShouldPlayTransition );
|
|
|
|
Reply = FReply::Handled();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return Reply;
|
|
}
|
|
|
|
|
|
FReply STreeMap::InsertNewNodeAsChildOfHoveredNode( const FGeometry& MyGeometry )
|
|
{
|
|
FReply Reply = FReply::Unhandled();
|
|
|
|
// Wait until we've finished animating a transition
|
|
if( !IsNavigationTransitionActive() )
|
|
{
|
|
if( MouseOverVisual != NULL )
|
|
{
|
|
auto ParentNode = MouseOverVisual->NodeData->AsShared();
|
|
|
|
// Allocate the new node but don't add it to the tree yet. We want the user to give the node a name first!
|
|
|
|
// NOTE: Ownership of this node will be transferred to StartRenamingNode, where it will be referenced
|
|
// in the delegate callback for the editable text change commit handler. If the user opts to not type anything, the
|
|
// node will be deleted instead of being added to the tree.
|
|
FTreeMapNodeDataRef NewNode( new FTreeMapNodeData() );
|
|
NewNode->Name = TEXT( "" );
|
|
NewNode->Size = 1.0f; // Leaf nodes always get a size of 1.0 for now
|
|
NewNode->Parent = MouseOverVisual->NodeData;
|
|
|
|
// Start editing the new node before we insert it
|
|
const bool bIsNewNode = true;
|
|
StartRenamingNode( MyGeometry, NewNode, MouseOverVisual->Position, bIsNewNode );
|
|
|
|
Reply = FReply::Handled();
|
|
}
|
|
}
|
|
|
|
return Reply;
|
|
}
|
|
|
|
|
|
bool STreeMap::SupportsKeyboardFocus() const
|
|
{
|
|
return true;
|
|
}
|
|
|
|
|
|
FReply STreeMap::OnKeyDown( const FGeometry& MyGeometry, const FKeyEvent& InKeyboardEvent )
|
|
{
|
|
FReply Reply = FReply::Unhandled();
|
|
|
|
const FKey Key = InKeyboardEvent.GetKey();
|
|
|
|
if( AllowEditing.Get() )
|
|
{
|
|
if( Key == EKeys::Delete )
|
|
{
|
|
// If the cursor is over a node, delete it!
|
|
DeleteHoveredNode();
|
|
Reply = FReply::Handled();
|
|
}
|
|
else if( Key == EKeys::Insert )
|
|
{
|
|
// If the cursor is over a node, insert a new node as a child!
|
|
InsertNewNodeAsChildOfHoveredNode( MyGeometry );
|
|
Reply = FReply::Handled();
|
|
}
|
|
else if( Key == EKeys::Z && InKeyboardEvent.IsControlDown() )
|
|
{
|
|
// Undo
|
|
Undo();
|
|
Reply = FReply::Handled();
|
|
}
|
|
else if( Key == EKeys::Y && InKeyboardEvent.IsControlDown() )
|
|
{
|
|
// Redo
|
|
Redo();
|
|
Reply = FReply::Handled();
|
|
}
|
|
}
|
|
|
|
return Reply;
|
|
}
|
|
|
|
|
|
void STreeMap::RenamingNode_OnTextCommitted( const FText& NewText, ETextCommit::Type, TSharedRef<FTreeMapNodeData> NodeToRename )
|
|
{
|
|
TSharedPtr<SWidget> RenamingNodeWidgetPinned( RenamingNodeWidget.Pin() );
|
|
if( RenamingNodeWidgetPinned.IsValid() )
|
|
{
|
|
// Kill the window after the text has been committed
|
|
TSharedRef<SWindow> ParentWindow = FSlateApplication::Get().FindWidgetWindow( RenamingNodeWidgetPinned.ToSharedRef() ).ToSharedRef();
|
|
|
|
RenamingNodeWidget.Reset(); // Avoid reentrancy
|
|
RenamingNodeData.Reset();
|
|
FSlateApplication::Get().RequestDestroyWindow( ParentWindow );
|
|
|
|
|
|
// Make sure new name is OK
|
|
if( NewText.ToString() != NodeToRename->Name &&
|
|
!NewText.IsEmpty() )
|
|
{
|
|
// Store undo state
|
|
TakeUndoSnapshot();
|
|
|
|
// Rename it!
|
|
NodeToRename->Name = NewText.ToString();
|
|
|
|
if( bIsNamingNewNode )
|
|
{
|
|
// Add the new node to the tree
|
|
TakeUndoSnapshot();
|
|
|
|
// Insert the new node
|
|
{
|
|
auto ParentNode = NodeToRename->Parent->AsShared();
|
|
ParentNode->Children.Add( NodeToRename );
|
|
}
|
|
|
|
const bool bShouldPlayTransition = true;
|
|
RebuildTreeMap( bShouldPlayTransition );
|
|
}
|
|
else
|
|
{
|
|
// NOTE: No refresh needed, as node labels are pulled directly from nodes
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void STreeMap::StartRenamingNode( const FGeometry& MyGeometry, const FTreeMapNodeDataRef& NodeData, const FVector2D& RelativePosition, const bool bIsNewNode )
|
|
{
|
|
TSharedRef<SBorder> RenamerWidget = SNew( SBorder );
|
|
|
|
TSharedRef<SEditableTextBox> EditableText =
|
|
SNew( SEditableTextBox )
|
|
.Text( FText::FromString( NodeData->Name ) )
|
|
.SelectAllTextWhenFocused( true )
|
|
.RevertTextOnEscape( true )
|
|
.MinDesiredWidth( 100 )
|
|
.OnTextCommitted( this, &STreeMap::RenamingNode_OnTextCommitted, NodeData->AsShared() )
|
|
;
|
|
RenamerWidget->SetContent( EditableText );
|
|
|
|
RenamingNodeWidget = RenamerWidget;
|
|
RenamingNodeData = NodeData;
|
|
bIsNamingNewNode = bIsNewNode;
|
|
|
|
const bool bFocusImmediately = true;
|
|
FSlateApplication::Get().PushMenu( AsShared(), FWidgetPath(), RenamerWidget, MyGeometry.LocalToAbsolute( RelativePosition ), FPopupTransitionEffect::None, bFocusImmediately );
|
|
|
|
// Focus the text box right after we spawn it so that the user can start typing
|
|
FSlateApplication::Get().SetKeyboardFocus( EditableText, EKeyboardFocusCause::SetDirectly );
|
|
}
|
|
|
|
|
|
|
|
void STreeMap::StopRenamingNode()
|
|
{
|
|
TSharedPtr<SWidget> RenamingNodeWidgetPinned( RenamingNodeWidget.Pin() );
|
|
if( RenamingNodeWidgetPinned.IsValid() )
|
|
{
|
|
// Kill the window after the text has been committed
|
|
TSharedRef<SWindow> ParentWindow = FSlateApplication::Get().FindWidgetWindow( RenamingNodeWidgetPinned.ToSharedRef() ).ToSharedRef();
|
|
FSlateApplication::Get().RequestDestroyWindow( ParentWindow );
|
|
}
|
|
}
|
|
|
|
|
|
void STreeMap::ApplyVisualizationToNodes( const FTreeMapNodeDataRef& Node )
|
|
{
|
|
const FLinearColor RootDefaultColor = FLinearColor( 0.125f, 0.125f, 0.125f ); // @todo treemap custom: Make configurable in the STreeMap settings?
|
|
int32 TreeDepth = 0;
|
|
ApplyVisualizationToNodesRecursively( Node, RootDefaultColor, TreeDepth );
|
|
}
|
|
|
|
|
|
void STreeMap::ApplyVisualizationToNodesRecursively( const FTreeMapNodeDataRef& Node, const FLinearColor& DefaultColor, const int32 TreeDepth )
|
|
{
|
|
// Select default color saturation based on tree depth
|
|
FLinearColor MyDefaultColor = DefaultColor;
|
|
auto HSV = MyDefaultColor.LinearRGBToHSV();
|
|
const float SaturationReductionPerDepthLevel = 0.05f; // @todo treemap custom: Make configurable in the tree map settings? Calculate tree depth?
|
|
const float MinAllowedSaturation = 0.1f;
|
|
HSV.G = FMath::Max( MinAllowedSaturation, HSV.G - TreeDepth * SaturationReductionPerDepthLevel );
|
|
MyDefaultColor = HSV.HSVToLinearRGB();
|
|
|
|
|
|
// Size
|
|
{
|
|
if( SizeNodesByAttribute.IsValid() )
|
|
{
|
|
FTreeMapAttributeDataPtr* AttributeDataPtr = Node->Attributes.Find( SizeNodesByAttribute->Name );
|
|
if( AttributeDataPtr != NULL )
|
|
{
|
|
const FTreeMapAttributeData& AttributeData = *AttributeDataPtr->Get();
|
|
|
|
// Make sure the data value is in range
|
|
if( ensure( SizeNodesByAttribute->Values.Contains( AttributeData.Value ) ) )
|
|
{
|
|
// @todo treemap: This doesn't work well with container nodes. Our range of sizes doesn't go big enough to compete with cumulative sizes!
|
|
Node->Size = SizeNodesByAttribute->Values[ AttributeData.Value ]->NodeSize;
|
|
}
|
|
else
|
|
{
|
|
// Invalid attribute data!
|
|
Node->Size = Node->IsLeafNode() ? SizeNodesByAttribute->DefaultValue->NodeSize : 0.0f; // Leaf nodes get a default size, but container nodes use auto-sizing
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// The node doesn't have this attribute on it. Use default.
|
|
Node->Size = Node->IsLeafNode() ? SizeNodesByAttribute->DefaultValue->NodeSize : 0.0f; // Leaf nodes get a default size, but container nodes use auto-sizing
|
|
}
|
|
}
|
|
|
|
else
|
|
{
|
|
// @todo treemap: Really we want this to "restore the original size set by the user", not make up new defaults. Disabled for now.
|
|
|
|
// Default size
|
|
// Node->Size = Node->IsLeafNode() ? 1.0f : 0.0f; // Leaf nodes get a default size, but container nodes use auto-sizing
|
|
}
|
|
}
|
|
|
|
|
|
// Color
|
|
{
|
|
if( ColorNodesByAttribute.IsValid() )
|
|
{
|
|
FTreeMapAttributeDataPtr* AttributeDataPtr = Node->Attributes.Find( ColorNodesByAttribute->Name );
|
|
if( AttributeDataPtr != NULL )
|
|
{
|
|
const FTreeMapAttributeData& AttributeData = *AttributeDataPtr->Get();
|
|
|
|
// Make sure the data value is in range
|
|
if( ensure( ColorNodesByAttribute->Values.Contains( AttributeData.Value ) ) )
|
|
{
|
|
Node->Color = ColorNodesByAttribute->Values[ AttributeData.Value ]->NodeColor;
|
|
}
|
|
else
|
|
{
|
|
// Invalid attribute data!
|
|
Node->Color = ColorNodesByAttribute->DefaultValue->NodeColor;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// The node doesn't have this attribute on it. Use default.
|
|
Node->Color = ColorNodesByAttribute->DefaultValue->NodeColor;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Default color
|
|
Node->Color = MyDefaultColor;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
for( int32 ChildIndex = 0; ChildIndex < Node->Children.Num(); ++ChildIndex )
|
|
{
|
|
const auto& ChildNode = Node->Children[ ChildIndex ];
|
|
|
|
// Make up a distinct color for all of the root's top level nodes
|
|
FLinearColor ChildColor = MyDefaultColor;
|
|
if( TreeDepth == 0 )
|
|
{
|
|
// Choose a hue evenly spaced across the spectrum
|
|
float ColorHue = 360.0f * (float)( ChildIndex + 1 ) / (float)Node->Children.Num();
|
|
auto ChildColorHSV = FLinearColor::White;
|
|
ChildColorHSV.R = ColorHue;
|
|
ChildColorHSV.G = 1.0f; // Full saturation!
|
|
ChildColor = ChildColorHSV.HSVToLinearRGB();
|
|
}
|
|
|
|
ApplyVisualizationToNodesRecursively( ChildNode.ToSharedRef(), ChildColor, TreeDepth + 1 );
|
|
}
|
|
|
|
}
|
|
|
|
void STreeMap::ShowOptionsMenuAt(const FVector2D& ScreenSpacePosition)
|
|
{
|
|
// deprecated
|
|
ShowOptionsMenuAtInternal(ScreenSpacePosition, FWidgetPath());
|
|
}
|
|
|
|
void STreeMap::ShowOptionsMenuAt(const FPointerEvent& InMouseEvent)
|
|
{
|
|
FWidgetPath WidgetPath = InMouseEvent.GetEventPath() != nullptr ? *InMouseEvent.GetEventPath() : FWidgetPath();
|
|
const FVector2D& ScreenSpacePosition = InMouseEvent.GetScreenSpacePosition();
|
|
|
|
ShowOptionsMenuAtInternal(ScreenSpacePosition, WidgetPath);
|
|
}
|
|
|
|
void STreeMap::ShowOptionsMenuAtInternal(const FVector2D& ScreenSpacePosition, const FWidgetPath& WidgetPath)
|
|
{
|
|
struct Local
|
|
{
|
|
static void MakeEditNodeAttributeMenu( FMenuBuilder& MenuBuilder, FTreeMapNodeDataPtr EditingNode, TSharedPtr< FTreeMapAttribute > Attribute, STreeMap* Self )
|
|
{
|
|
MenuBuilder.AddMenuEntry(
|
|
LOCTEXT( "RemoveAttribute", "Not Set" ),
|
|
FText(), // No tooltip (intentional)
|
|
FSlateIcon(), // Icon
|
|
FUIAction(
|
|
FExecuteAction::CreateStatic( &Local::EditNodeAttribute_Execute, EditingNode, Attribute, TSharedPtr< FTreeMapAttributeValue >(), Self ),
|
|
FCanExecuteAction(),
|
|
FIsActionChecked::CreateStatic( &Local::EditNodeAttribute_IsChecked, EditingNode, Attribute, TSharedPtr< FTreeMapAttributeValue >(), Self ) ),
|
|
NAME_None, // Extension point
|
|
EUserInterfaceActionType::ToggleButton );
|
|
|
|
MenuBuilder.AddMenuSeparator();
|
|
|
|
// @todo treemap: These probably should be sorted rather than hash order
|
|
for( auto HashIter( Attribute->Values.CreateConstIterator() ); HashIter; ++HashIter )
|
|
{
|
|
FTreeMapAttributeValuePtr Value = HashIter.Value();
|
|
|
|
MenuBuilder.AddMenuEntry(
|
|
FText::FromName( Value->Name ),
|
|
FText(), // No tooltip (intentional)
|
|
FSlateIcon(), // Icon
|
|
FUIAction(
|
|
FExecuteAction::CreateStatic( &Local::EditNodeAttribute_Execute, EditingNode, Attribute, Value, Self ),
|
|
FCanExecuteAction(),
|
|
FIsActionChecked::CreateStatic( &Local::EditNodeAttribute_IsChecked, EditingNode, Attribute, Value, Self ) ),
|
|
NAME_None, // Extension point
|
|
EUserInterfaceActionType::ToggleButton );
|
|
}
|
|
}
|
|
|
|
|
|
static void EditNodeAttribute_Execute( FTreeMapNodeDataPtr EditingNode, TSharedPtr< FTreeMapAttribute > Attribute, TSharedPtr< FTreeMapAttributeValue > Value, STreeMap* Self )
|
|
{
|
|
bool bAnyChanges = false;
|
|
if( Value.IsValid() )
|
|
{
|
|
if( !EditingNode->Attributes.Contains( Attribute->Name ) )
|
|
{
|
|
EditingNode->Attributes.Add( Attribute->Name, MakeShareable( new FTreeMapAttributeData( Value->Name ) ) );
|
|
bAnyChanges = true;
|
|
}
|
|
else if( EditingNode->Attributes[ Attribute->Name ]->Value != Value->Name )
|
|
{
|
|
EditingNode->Attributes[ Attribute->Name ]->Value = Value->Name;
|
|
bAnyChanges = true;
|
|
}
|
|
else
|
|
{
|
|
// Nothing changed
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Clearing attribute
|
|
if( EditingNode->Attributes.Contains( Attribute->Name ) )
|
|
{
|
|
EditingNode->Attributes.Remove( Attribute->Name );
|
|
bAnyChanges = true;
|
|
}
|
|
else
|
|
{
|
|
// Nothing changed
|
|
}
|
|
}
|
|
|
|
// Has anything changed?
|
|
if( bAnyChanges )
|
|
{
|
|
const bool bShouldPlayTransition = true;
|
|
Self->RebuildTreeMap( bShouldPlayTransition );
|
|
}
|
|
}
|
|
|
|
|
|
static bool EditNodeAttribute_IsChecked( FTreeMapNodeDataPtr EditingNode, TSharedPtr< FTreeMapAttribute > Attribute, TSharedPtr< FTreeMapAttributeValue > Value, STreeMap* Self )
|
|
{
|
|
if( Value.IsValid() )
|
|
{
|
|
return EditingNode->Attributes.Contains( Attribute->Name ) && EditingNode->Attributes[ Attribute->Name ]->Value == Value->Name;
|
|
}
|
|
else
|
|
{
|
|
return !EditingNode->Attributes.Contains( Attribute->Name );
|
|
}
|
|
}
|
|
|
|
|
|
static void SizeByAttribute_Execute( TSharedPtr< FTreeMapAttribute > Attribute, STreeMap* Self )
|
|
{
|
|
// Has anything changed?
|
|
if( Self->SizeNodesByAttribute != Attribute )
|
|
{
|
|
// Apply the new visualization!
|
|
Self->SizeNodesByAttribute = Attribute;
|
|
|
|
const bool bShouldPlayTransition = true;
|
|
Self->RebuildTreeMap( bShouldPlayTransition );
|
|
}
|
|
}
|
|
|
|
|
|
static bool SizeByAttribute_IsChecked( TSharedPtr< FTreeMapAttribute > Attribute, STreeMap* Self )
|
|
{
|
|
return Self->SizeNodesByAttribute == Attribute;
|
|
}
|
|
|
|
|
|
static void MakeSizeByAttributeMenu( FMenuBuilder& MenuBuilder, STreeMap* Self )
|
|
{
|
|
MenuBuilder.AddMenuEntry(
|
|
LOCTEXT( "NoSizeByAttribute", "Off" ),
|
|
FText(), // No tooltip (intentional)
|
|
FSlateIcon(), // Icon
|
|
FUIAction(
|
|
FExecuteAction::CreateStatic( &Local::SizeByAttribute_Execute, TSharedPtr< FTreeMapAttribute >(), Self ),
|
|
FCanExecuteAction(),
|
|
FIsActionChecked::CreateStatic( &Local::SizeByAttribute_IsChecked, TSharedPtr< FTreeMapAttribute >(), Self ) ),
|
|
NAME_None, // Extension point
|
|
EUserInterfaceActionType::ToggleButton );
|
|
|
|
if( Self->Customization.IsValid() )
|
|
{
|
|
MenuBuilder.AddMenuSeparator();
|
|
|
|
// @todo treemap: These probably should be sorted rather than hash order
|
|
for( auto HashIter( Self->Customization->GetAttributes().CreateConstIterator() ); HashIter; ++HashIter )
|
|
{
|
|
FTreeMapAttributePtr Attribute = HashIter.Value();
|
|
|
|
MenuBuilder.AddMenuEntry(
|
|
FText::FromName( Attribute->Name ),
|
|
FText(), // No tooltip (intentional)
|
|
FSlateIcon(), // Icon
|
|
FUIAction(
|
|
FExecuteAction::CreateStatic( &Local::SizeByAttribute_Execute, Attribute, Self ),
|
|
FCanExecuteAction(),
|
|
FIsActionChecked::CreateStatic( &Local::SizeByAttribute_IsChecked, Attribute, Self ) ),
|
|
NAME_None, // Extension point
|
|
EUserInterfaceActionType::ToggleButton );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static void ColorByAttribute_Execute( TSharedPtr< FTreeMapAttribute > Attribute, STreeMap* Self )
|
|
{
|
|
// Has anything changed?
|
|
if( Self->ColorNodesByAttribute != Attribute )
|
|
{
|
|
// Apply the new visualization!
|
|
Self->ColorNodesByAttribute = Attribute;
|
|
|
|
const bool bShouldPlayTransition = true;
|
|
Self->RebuildTreeMap( bShouldPlayTransition );
|
|
}
|
|
}
|
|
|
|
|
|
static bool ColorByAttribute_IsChecked( TSharedPtr< FTreeMapAttribute > Attribute, STreeMap* Self )
|
|
{
|
|
return Self->ColorNodesByAttribute == Attribute;
|
|
}
|
|
|
|
|
|
static void MakeColorByAttributeMenu( FMenuBuilder& MenuBuilder, STreeMap* Self )
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{
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MenuBuilder.AddMenuEntry(
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LOCTEXT( "NoColorByAttribute", "Off" ),
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FText(), // No tooltip (intentional)
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FSlateIcon(), // Icon
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FUIAction(
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FExecuteAction::CreateStatic( &Local::ColorByAttribute_Execute, TSharedPtr< FTreeMapAttribute >(), Self ),
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FCanExecuteAction(),
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FIsActionChecked::CreateStatic( &Local::ColorByAttribute_IsChecked, TSharedPtr< FTreeMapAttribute >(), Self ) ),
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NAME_None, // Extension point
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EUserInterfaceActionType::ToggleButton );
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if( Self->Customization.IsValid() )
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{
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MenuBuilder.AddMenuSeparator();
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// @todo treemap: These probably should be sorted rather than hash order
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for( auto HashIter( Self->Customization->GetAttributes().CreateConstIterator() ); HashIter; ++HashIter )
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{
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FTreeMapAttributePtr Attribute = HashIter.Value();
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|
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MenuBuilder.AddMenuEntry(
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FText::FromName( Attribute->Name ),
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FText(), // No tooltip (intentional)
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FSlateIcon(), // Icon
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FUIAction(
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FExecuteAction::CreateStatic( &Local::ColorByAttribute_Execute, Attribute, Self ),
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FCanExecuteAction(),
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FIsActionChecked::CreateStatic( &Local::ColorByAttribute_IsChecked, Attribute, Self ) ),
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NAME_None, // Extension point
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EUserInterfaceActionType::ToggleButton );
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}
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}
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}
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|
};
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|
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// Only present a context menu if the tree has been customized
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|
if( Customization.IsValid() )
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|
{
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|
const bool bShouldCloseMenuAfterSelection = true;
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FMenuBuilder OptionsMenuBuilder( bShouldCloseMenuAfterSelection, NULL );
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|
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if( AllowEditing.Get() && Customization.IsValid() && MouseOverVisual != NULL )
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{
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|
// Node editing options
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OptionsMenuBuilder.BeginSection( NAME_None, LOCTEXT( "EditNodeAttributesSection", "Edit Node" ) );
|
|
{
|
|
const auto& EditingNode = MouseOverVisual->NodeData->AsShared();
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|
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for( auto HashIter( Customization->GetAttributes().CreateConstIterator() ); HashIter; ++HashIter )
|
|
{
|
|
FTreeMapAttributePtr Attribute = HashIter.Value();
|
|
|
|
OptionsMenuBuilder.AddSubMenu(
|
|
FText::FromName( Attribute->Name ),
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|
LOCTEXT( "EditAttribute_ToolTip", "Edits this attribute on the node under the curosr." ),
|
|
FNewMenuDelegate::CreateStatic( &Local::MakeEditNodeAttributeMenu, FTreeMapNodeDataPtr( EditingNode ), Attribute, this ) );
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}
|
|
}
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OptionsMenuBuilder.EndSection();
|
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}
|
|
|
|
OptionsMenuBuilder.BeginSection( NAME_None, LOCTEXT( "ChangeLayoutSection", "Layout" ) );
|
|
{
|
|
OptionsMenuBuilder.AddSubMenu( LOCTEXT( "SizeBy", "Size by" ), LOCTEXT( "SizeBy_ToolTip", "Sets which criteria to base the size of the nodes in the tree map on." ), FNewMenuDelegate::CreateStatic( &Local::MakeSizeByAttributeMenu, this ) );
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OptionsMenuBuilder.AddSubMenu( LOCTEXT( "ColorBy", "Color by" ), LOCTEXT( "ColorBy_ToolTip", "Sets which criteria to base the color of the nodes in the tree map on." ), FNewMenuDelegate::CreateStatic( &Local::MakeColorByAttributeMenu, this ) );
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|
}
|
|
OptionsMenuBuilder.EndSection();
|
|
|
|
TSharedRef< SWidget > WindowContent =
|
|
SNew( SBorder )
|
|
[
|
|
OptionsMenuBuilder.MakeWidget()
|
|
];
|
|
|
|
const bool bFocusImmediately = false;
|
|
FSlateApplication::Get().PushMenu(AsShared(), WidgetPath, WindowContent, ScreenSpacePosition, FPopupTransitionEffect::ContextMenu, bFocusImmediately);
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|
}
|
|
}
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#undef LOCTEXT_NAMESPACE
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