Files
UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Private/AnimationStateNodes/SGraphNodeAnimState.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

55 lines
1.6 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
//
// Forward declarations.
//
class UAnimStateNodeBase;
class UAnimStateConduitNode;
class UAnimStateEntryNode;
class SGraphNodeAnimState : public SGraphNode
{
public:
SLATE_BEGIN_ARGS(SGraphNodeAnimState){}
SLATE_END_ARGS()
void Construct(const FArguments& InArgs, UAnimStateNodeBase* InNode);
// SNodePanel::SNode interface
virtual void GetNodeInfoPopups(FNodeInfoContext* Context, TArray<FGraphInformationPopupInfo>& Popups) const override;
// End of SNodePanel::SNode interface
// SGraphNode interface
virtual void UpdateGraphNode() override;
virtual void CreatePinWidgets() override;
virtual void AddPin(const TSharedRef<SGraphPin>& PinToAdd) override;
virtual TSharedPtr<SToolTip> GetComplexTooltip() override;
// End of SGraphNode interface
static void GetStateInfoPopup(UEdGraphNode* GraphNode, TArray<FGraphInformationPopupInfo>& Popups);
protected:
FSlateColor GetBorderBackgroundColor() const;
virtual FString GetPreviewCornerText() const;
virtual const FSlateBrush* GetNameIcon() const;
};
class SGraphNodeAnimConduit : public SGraphNodeAnimState
{
public:
SLATE_BEGIN_ARGS(SGraphNodeAnimConduit){}
SLATE_END_ARGS()
void Construct(const FArguments& InArgs, UAnimStateConduitNode* InNode);
// SNodePanel::SNode interface
virtual void GetNodeInfoPopups(FNodeInfoContext* Context, TArray<FGraphInformationPopupInfo>& Popups) const override;
// End of SNodePanel::SNode interface
protected:
virtual FString GetPreviewCornerText() const override;
virtual const FSlateBrush* GetNameIcon() const override;
};