Files
UnrealEngineUWP/Engine/Source/Editor/EnvironmentQueryEditor/Private/EnvironmentQueryConnectionDrawingPolicy.h
Jaroslaw Palczynski ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00

28 lines
1.8 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
// This class draws the connections for an UEdGraph with a behavior tree schema
class ENVIRONMENTQUERYEDITOR_API FEnvironmentQueryConnectionDrawingPolicy : public FConnectionDrawingPolicy
{
protected:
UEdGraph* GraphObj;
TMap<UEdGraphNode*, int32> NodeWidgetMap;
public:
//
FEnvironmentQueryConnectionDrawingPolicy(int32 InBackLayerID, int32 InFrontLayerID, float ZoomFactor, const FSlateRect& InClippingRect, FSlateWindowElementList& InDrawElements, UEdGraph* InGraphObj);
// FConnectionDrawingPolicy interface
virtual void DetermineWiringStyle(UEdGraphPin* OutputPin, UEdGraphPin* InputPin, /*inout*/ float& Thickness, /*inout*/ FLinearColor& WireColor, /*inout*/ bool& bDrawBubbles, /*inout*/ bool& bBidirectional) override;
virtual void Draw(TMap<TSharedRef<SWidget>, FArrangedWidget>& PinGeometries, FArrangedChildren& ArrangedNodes) override;
virtual void DrawSplineWithArrow(FGeometry& StartGeom, FGeometry& EndGeom, const FLinearColor& WireColor, float WireThickness, bool bDrawBubbles, bool Bidirectional) override;
virtual void DrawSplineWithArrow(const FVector2D& StartPoint, const FVector2D& EndPoint, const FLinearColor& WireColor, float WireThickness, bool bDrawBubbles, bool Bidirectional) override;
virtual void DrawPreviewConnector(const FGeometry& PinGeometry, const FVector2D& StartPoint, const FVector2D& EndPoint, UEdGraphPin* Pin) override;
virtual void DrawConnection(int32 LayerId, const FVector2D& Start, const FVector2D& End, const FLinearColor& InColor, float Thickness, bool bDrawBubbles) override;
// End of FConnectionDrawingPolicy interface
protected:
void Internal_DrawLineWithArrow(const FVector2D& StartAnchorPoint, const FVector2D& EndAnchorPoint, const FLinearColor& WireColor, float WireThickness, bool bDrawBubbles);
};