Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_UseCachedPose.cpp
Michael Schoell 788de6f349 Removed GetNodeNativeTitle from the editor entirely, now uses BuildSourceString to obtain the source string in a more reliable way.
#codereview Justin.Sargent

[CL 2114371 by Michael Schoell in Main branch]
2014-06-23 15:36:50 -04:00

59 lines
2.3 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "GraphEditorActions.h"
#include "ScopedTransaction.h"
#include "K2ActionMenuBuilder.h" // for FK2ActionMenuBuilder::AddNewNodeAction()
#include "AnimGraphNode_SaveCachedPose.h"
#include "AnimGraphNode_UseCachedPose.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_UseCachedPose
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_UseCachedPose::UAnimGraphNode_UseCachedPose(const FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
FString UAnimGraphNode_UseCachedPose::GetTooltip() const
{
return LOCTEXT("AnimGraphNode_UseCachedPose_Tooltip", "References an animation tree elsewhere in the blueprint, which will be evaluated at most once per frame.").ToString();
}
FText UAnimGraphNode_UseCachedPose::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
FFormatNamedArguments Args;
Args.Add(TEXT("CachePoseName"), FText::FromString(NameOfCache));
return FText::Format(LOCTEXT("AnimGraphNode_UseCachedPose_Title", "Use cached pose '{CachePoseName}'"), Args);
}
FString UAnimGraphNode_UseCachedPose::GetNodeCategory() const
{
return TEXT("Cached Poses");
}
void UAnimGraphNode_UseCachedPose::GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const
{
//@TODO: Check the type of the from pin to make sure it's a pose
if ((ContextMenuBuilder.FromPin == NULL) || (ContextMenuBuilder.FromPin->Direction == EGPD_Input))
{
// Get a list of all save cached pose nodes
TArray<UAnimGraphNode_SaveCachedPose*> CachedPoseNodes;
FBlueprintEditorUtils::GetAllNodesOfClass<UAnimGraphNode_SaveCachedPose>(FBlueprintEditorUtils::FindBlueprintForGraphChecked(ContextMenuBuilder.CurrentGraph), /*out*/ CachedPoseNodes);
// Offer a use node for each of them
for (auto NodeIt = CachedPoseNodes.CreateIterator(); NodeIt; ++NodeIt)
{
UAnimGraphNode_UseCachedPose* UseCachedPose = NewObject<UAnimGraphNode_UseCachedPose>();
UseCachedPose->NameOfCache = (*NodeIt)->CacheName;
TSharedPtr<FEdGraphSchemaAction_K2NewNode> UseCachedPoseAction = FK2ActionMenuBuilder::AddNewNodeAction(ContextMenuBuilder, GetNodeCategory(), UseCachedPose->GetNodeTitle(ENodeTitleType::ListView), UseCachedPose->GetTooltip(), 0, UseCachedPose->GetKeywords());
UseCachedPoseAction->NodeTemplate = UseCachedPose;
}
}
}
#undef LOCTEXT_NAMESPACE