Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_ModifyCurve.cpp
Ben Marsh 4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#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]
2016-11-23 15:48:37 -05:00

175 lines
5.4 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_ModifyCurve.h"
#include "Textures/SlateIcon.h"
#include "GraphEditorActions.h"
#include "ScopedTransaction.h"
#include "Kismet2/CompilerResultsLog.h"
#include "AnimationGraphSchema.h"
#include "BlueprintActionDatabaseRegistrar.h"
#include "Framework/Commands/UIAction.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "Kismet2/BlueprintEditorUtils.h"
#define LOCTEXT_NAMESPACE "ModifyCurve"
UAnimGraphNode_ModifyCurve::UAnimGraphNode_ModifyCurve()
{
}
FString UAnimGraphNode_ModifyCurve::GetNodeCategory() const
{
return TEXT("Skeletal Controls");
}
FText UAnimGraphNode_ModifyCurve::GetTooltipText() const
{
return GetNodeTitle(ENodeTitleType::ListView);
}
FText UAnimGraphNode_ModifyCurve::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("AnimGraphNode_ModifyCurve_Title", "Modify Curve");
}
TArray<FName> UAnimGraphNode_ModifyCurve::GetCurvesToAdd() const
{
TArray<FName> CurvesToAdd;
const FSmartNameMapping* Mapping = GetAnimBlueprint()->TargetSkeleton->GetSmartNameContainer(USkeleton::AnimCurveMappingName);
if (Mapping)
{
TArray<SmartName::UID_Type> UidList;
Mapping->FillUidArray(UidList);
// Iterate through all curves..
for (SmartName::UID_Type Uid : UidList)
{
FSmartName SmartName;
Mapping->FindSmartNameByUID(Uid, SmartName);
// Don't offer curves we already have
if (!Node.CurveNames.Contains(SmartName.DisplayName))
{
CurvesToAdd.Add(SmartName.DisplayName);
}
}
}
return CurvesToAdd;
}
void UAnimGraphNode_ModifyCurve::GetAddCurveMenuActions(FMenuBuilder& MenuBuilder) const
{
TArray<FName> CurvesToAdd = GetCurvesToAdd();
for (FName CurveName : CurvesToAdd)
{
FUIAction Action = FUIAction(FExecuteAction::CreateUObject(this, &UAnimGraphNode_ModifyCurve::AddCurvePin, CurveName));
MenuBuilder.AddMenuEntry(FText::FromName(CurveName), FText::GetEmpty(), FSlateIcon(), Action);
}
}
void UAnimGraphNode_ModifyCurve::GetRemoveCurveMenuActions(FMenuBuilder& MenuBuilder) const
{
for (FName CurveName : Node.CurveNames)
{
FUIAction Action = FUIAction(FExecuteAction::CreateUObject(this, &UAnimGraphNode_ModifyCurve::RemoveCurvePin, CurveName));
MenuBuilder.AddMenuEntry(FText::FromName(CurveName), FText::GetEmpty(), FSlateIcon(), Action);
}
}
void UAnimGraphNode_ModifyCurve::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
{
if (!Context.bIsDebugging)
{
Context.MenuBuilder->BeginSection("AnimGraphNodeModifyCurve", LOCTEXT("ModifyCurve", "Modify Curve"));
// Clicked pin
if (Context.Pin != NULL)
{
// Get proeprty from pin
UProperty* AssociatedProperty;
int32 ArrayIndex;
GetPinAssociatedProperty(GetFNodeType(), Context.Pin, /*out*/ AssociatedProperty, /*out*/ ArrayIndex);
FName PinPropertyName = AssociatedProperty->GetFName();
if (PinPropertyName == GET_MEMBER_NAME_CHECKED(FAnimNode_ModifyCurve, CurveValues) && Context.Pin->Direction == EGPD_Input)
{
FString PinName = Context.Pin->PinFriendlyName.ToString();
FUIAction Action = FUIAction( FExecuteAction::CreateUObject(this, &UAnimGraphNode_ModifyCurve::RemoveCurvePin, FName(*PinName)) );
FText RemovePinLabelText = FText::Format(LOCTEXT("RemoveThisPin", "Remove This Curve Pin: {0}"), FText::FromString(PinName));
Context.MenuBuilder->AddMenuEntry(RemovePinLabelText, LOCTEXT("RemoveThisPinTooltip", "Remove this curve pin from this node"), FSlateIcon(), Action);
}
}
// If we have more curves to add, create submenu to offer them
if (GetCurvesToAdd().Num() > 0)
{
Context.MenuBuilder->AddSubMenu(
LOCTEXT("AddCurvePin", "Add Curve Pin"),
LOCTEXT("AddCurvePinTooltip", "Add a new pin to drive a curve"),
FNewMenuDelegate::CreateUObject(this, &UAnimGraphNode_ModifyCurve::GetAddCurveMenuActions));
}
// If we have curves to remove, create submenu to offer them
if (Node.CurveNames.Num() > 0)
{
Context.MenuBuilder->AddSubMenu(
LOCTEXT("RemoveCurvePin", "Remove Curve Pin"),
LOCTEXT("RemoveCurvePinTooltip", "Remove a pin driving a curve"),
FNewMenuDelegate::CreateUObject(this, &UAnimGraphNode_ModifyCurve::GetRemoveCurveMenuActions));
}
}
Context.MenuBuilder->EndSection();
}
void UAnimGraphNode_ModifyCurve::RemoveCurvePin(FName CurveName)
{
// Make sure we have a curve pin with that name
int32 CurveIndex = Node.CurveNames.Find(CurveName);
if (CurveIndex != INDEX_NONE)
{
FScopedTransaction Transaction( LOCTEXT("RemoveCurvePinTrans", "Remove Curve Pin") );
Modify();
Node.RemoveCurve(CurveIndex);
ReconstructNode();
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
}
}
void UAnimGraphNode_ModifyCurve::AddCurvePin(FName CurveName)
{
// Make sure it doesn't already exist
int32 CurveIndex = Node.CurveNames.Find(CurveName);
if (CurveIndex == INDEX_NONE)
{
FScopedTransaction Transaction(LOCTEXT("AddCurvePinTrans", "Add Curve Pin"));
Modify();
Node.AddCurve(CurveName, 0.f);
ReconstructNode();
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
}
}
void UAnimGraphNode_ModifyCurve::CustomizePinData(UEdGraphPin* Pin, FName SourcePropertyName, int32 ArrayIndex) const
{
if (SourcePropertyName == GET_MEMBER_NAME_CHECKED(FAnimNode_ModifyCurve, CurveValues))
{
if (Node.CurveNames.IsValidIndex(ArrayIndex))
{
Pin->PinFriendlyName = FText::FromName(Node.CurveNames[ArrayIndex]);
}
}
}
#undef LOCTEXT_NAMESPACE