Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_BlendSpacePlayer.cpp
Michael Schoell 75200e5a0d Cached node titles can now be forced to refresh without iteration over every node.
This will occur with every structural modification to any BP, node titles refresh only when visible.

[CL 2499923 by Michael Schoell in Main branch]
2015-04-02 11:16:23 -04:00

193 lines
6.9 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "GraphEditorActions.h"
#include "CompilerResultsLog.h"
#include "AnimGraphNode_BlendSpacePlayer.h"
#include "BlueprintNodeSpawner.h"
#include "BlueprintActionDatabaseRegistrar.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_BlendSpacePlayer
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_BlendSpacePlayer::UAnimGraphNode_BlendSpacePlayer(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FText UAnimGraphNode_BlendSpacePlayer::GetTooltipText() const
{
// FText::Format() is slow, so we utilize the cached list title
return GetNodeTitle(ENodeTitleType::ListView);
}
FText UAnimGraphNode_BlendSpacePlayer::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if (Node.BlendSpace == nullptr)
{
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
return LOCTEXT("BlendspacePlayer_NONE_ListTitle", "Blendspace Player '(None)'");
}
else
{
return LOCTEXT("BlendspacePlayer_NONE_Title", "(None)\nBlendspace Player");
}
}
// @TODO: the bone can be altered in the property editor, so we have to
// choose to mark this dirty when that happens for this to properly work
else //if (!CachedNodeTitles.IsTitleCached(TitleType, this))
{
const FText BlendSpaceName = FText::FromString(Node.BlendSpace->GetName());
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
FFormatNamedArguments Args;
Args.Add(TEXT("BlendSpaceName"), BlendSpaceName);
// FText::Format() is slow, so we cache this to save on performance
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("BlendspacePlayer", "Blendspace Player '{BlendSpaceName}'"), Args), this);
}
else
{
FFormatNamedArguments TitleArgs;
TitleArgs.Add(TEXT("BlendSpaceName"), BlendSpaceName);
FText Title = FText::Format(LOCTEXT("BlendSpacePlayerFullTitle", "{BlendSpaceName}\nBlendspace Player"), TitleArgs);
if ((TitleType == ENodeTitleType::FullTitle) && (SyncGroup.GroupName != NAME_None))
{
FFormatNamedArguments Args;
Args.Add(TEXT("Title"), Title);
Args.Add(TEXT("SyncGroupName"), FText::FromName(SyncGroup.GroupName));
Title = FText::Format(LOCTEXT("BlendSpaceNodeGroupSubtitle", "{Title}\nSync group {SyncGroupName}"), Args);
}
// FText::Format() is slow, so we cache this to save on performance
CachedNodeTitles.SetCachedTitle(TitleType, Title, this);
}
}
return CachedNodeTitles[TitleType];
}
void UAnimGraphNode_BlendSpacePlayer::GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const
{
const bool bWantAimOffsets = false;
GetBlendSpaceEntries(bWantAimOffsets, ContextMenuBuilder);
}
void UAnimGraphNode_BlendSpacePlayer::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
{
if (Node.BlendSpace == NULL)
{
MessageLog.Error(TEXT("@@ references an unknown blend space"), this);
}
else
{
USkeleton* BlendSpaceSkeleton = Node.BlendSpace->GetSkeleton();
if (BlendSpaceSkeleton && // if blend space doesn't have skeleton, it might be due to blend space not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
!BlendSpaceSkeleton->IsCompatible(ForSkeleton))
{
MessageLog.Error(TEXT("@@ references blendspace that uses different skeleton @@"), this, BlendSpaceSkeleton);
}
}
}
void UAnimGraphNode_BlendSpacePlayer::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
{
UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
Node.GroupIndex = AnimBlueprint->FindOrAddGroup(SyncGroup.GroupName);
Node.GroupRole = SyncGroup.GroupRole;
}
void UAnimGraphNode_BlendSpacePlayer::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
{
if (!Context.bIsDebugging)
{
// add an option to convert to single frame
Context.MenuBuilder->BeginSection("AnimGraphNodeBlendSpaceEvaluator", NSLOCTEXT("A3Nodes", "BlendSpaceHeading", "Blend Space"));
{
Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().OpenRelatedAsset);
Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().ConvertToBSEvaluator);
}
Context.MenuBuilder->EndSection();
}
}
void UAnimGraphNode_BlendSpacePlayer::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
auto PostSpawnSetupLambda = [](UEdGraphNode* NewNode, bool /*bIsTemplateNode*/, TWeakObjectPtr<UBlendSpaceBase> BlendSpace)
{
UAnimGraphNode_BlendSpacePlayer* BlendSpaceNode = CastChecked<UAnimGraphNode_BlendSpacePlayer>(NewNode);
BlendSpaceNode->Node.BlendSpace = BlendSpace.Get();
};
for (TObjectIterator<UBlendSpaceBase> BlendSpaceIt; BlendSpaceIt; ++BlendSpaceIt)
{
UBlendSpaceBase* BlendSpace = *BlendSpaceIt;
// to keep from needlessly instantiating a UBlueprintNodeSpawner, first
// check to make sure that the registrar is looking for actions of this type
// (could be regenerating actions for a specific asset, and therefore the
// registrar would only accept actions corresponding to that asset)
if (!ActionRegistrar.IsOpenForRegistration(BlendSpace))
{
continue;
}
bool const bIsAimOffset = BlendSpace->IsA(UAimOffsetBlendSpace::StaticClass()) ||
BlendSpace->IsA(UAimOffsetBlendSpace1D::StaticClass());
if (!bIsAimOffset)
{
UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
check(NodeSpawner != nullptr);
ActionRegistrar.AddBlueprintAction(BlendSpace, NodeSpawner);
TWeakObjectPtr<UBlendSpaceBase> BlendSpacePtr = BlendSpace;
NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(PostSpawnSetupLambda, BlendSpacePtr);
}
}
}
FBlueprintNodeSignature UAnimGraphNode_BlendSpacePlayer::GetSignature() const
{
FBlueprintNodeSignature NodeSignature = Super::GetSignature();
NodeSignature.AddSubObject(Node.BlendSpace);
return NodeSignature;
}
void UAnimGraphNode_BlendSpacePlayer::GetAllAnimationSequencesReferred(TArray<UAnimationAsset*>& ComplexAnims, TArray<UAnimSequence*>& AnimationSequences) const
{
if(Node.BlendSpace)
{
HandleAnimReferenceCollection(Node.BlendSpace, ComplexAnims, AnimationSequences);
}
}
void UAnimGraphNode_BlendSpacePlayer::ReplaceReferredAnimations(const TMap<UAnimationAsset*, UAnimationAsset*>& ComplexAnimsMap, const TMap<UAnimSequence*, UAnimSequence*>& AnimSequenceMap)
{
HandleAnimReferenceReplacement(Node.BlendSpace, ComplexAnimsMap, AnimSequenceMap);
}
bool UAnimGraphNode_BlendSpacePlayer::DoesSupportTimeForTransitionGetter() const
{
return true;
}
UAnimationAsset* UAnimGraphNode_BlendSpacePlayer::GetAnimationAsset() const
{
return Node.BlendSpace;
}
const TCHAR* UAnimGraphNode_BlendSpacePlayer::GetTimePropertyName() const
{
return TEXT("InternalTimeAccumulator");
}
UScriptStruct* UAnimGraphNode_BlendSpacePlayer::GetTimePropertyStruct() const
{
return FAnimNode_BlendSpacePlayer::StaticStruct();
}
#undef LOCTEXT_NAMESPACE