Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_SpringBone.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

54 lines
2.0 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "AnimGraphNode_SpringBone.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_SpringBone
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_SpringBone::UAnimGraphNode_SpringBone(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FText UAnimGraphNode_SpringBone::GetControllerDescription() const
{
return LOCTEXT("SpringController", "Spring controller");
}
FText UAnimGraphNode_SpringBone::GetTooltipText() const
{
return LOCTEXT("AnimGraphNode_SpringBone_Tooltip", "The Spring Controller applies a spring solver that can be used to limit how far a bone can stretch from its reference pose position and apply a force in the opposite direction.");
}
FText UAnimGraphNode_SpringBone::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if ((TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle) && (Node.SpringBone.BoneName == NAME_None))
{
return GetControllerDescription();
}
// @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))
{
FFormatNamedArguments Args;
Args.Add(TEXT("ControllerDescription"), GetControllerDescription());
Args.Add(TEXT("BoneName"), FText::FromName(Node.SpringBone.BoneName));
// FText::Format() is slow, so we cache this to save on performance
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_SpringBone_ListTitle", "{ControllerDescription} - Bone: {BoneName}"), Args), this);
}
else
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_SpringBone_Title", "{ControllerDescription}\nBone: {BoneName}"), Args), this);
}
}
return CachedNodeTitles[TitleType];
}
#undef LOCTEXT_NAMESPACE