Files
UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Public/SGraphNodeComment.h
Ben Cosh 196cf342b5 Added a new documentation node to the blueprints to display udn documentation excerpts in the grapheditor.
#TTP 312311 - ROCKET: TASK: Add a "Documentation Node"
#Branch UE4
#Proj  BlueprintGraph, EdGraph, Kismet, KismetCompiler, GraphEditor, Documentation, EditorStyle

#Change Updated UEdGraphSchema to include an interface call to retrieve an FEdGraphSchemaAction to create documentation nodes. At this point only the K2 interfaces implement this.
#Change Updated UEdGraphSchema_K2 to include a call to retrieve an FEdGraphSchemaAction to create documentation nodes. This is used to add the actions to the blueprint palette and context menus.
#Add Added FEdGraphSchemaAction_K2AddDocumentation in EdGraphSchema_K2_Actions.h/cpp to implement the calls in UEdGraphSchema to create documenation nodes from palette and context menus.
#Change Modified FK2ActionMenuBuilder to provide a static call to create a documentation action in the same style as the comment. Additionally added calls to FK2ActionMenuBuilder::GetPaletteActions and FK2ActionMenuBuilder::GetContextAllowedNodeTypes to call this to add entries in the palette and context menus.
#Add Added a new Brush GraphEditor.Documentation_16x, for the context menu icon in SlateEditorStyle.cpp.
#Change Modified GetPaletteItemIcon in SBlueprintPalette.cpp to return the new icon for the DocumentationNode

#Change Modified FKismetCompilerContext::IsNodePure to include the Documentaton node in the drop through ensure test to prevent asserts on compling if a documentation node is present.

#Change Added an entry for Documentation node in FNodeFactory::CreateNodeWidget.

#Change Modified IDocumentationPage interface to provide the ability to provide a TextWrapAt Attribute so this can be set before creating excerpt content if desired.
#Change Modified the UDNParser to control text wrap at values in the created widgets using a float Attribute WrapAt, Added a set call in the DocumentationPage and made the default behaviour mimic the code it replaced.

#Add Added the class UEdGraphNode_Documentation implemented in EdGraphNode_Documentation.h and UEdGraph.cpp, this is the UObject implementation for the documentation nodes.
#Add Added the class SGraphNodeDocumentation as the GraphPanel implementation of the EdGraphNode_Documentation.
#Change Moved the resizable code from SGraphNodeComment into a SGraphNodeResizable and changed SGraphNodeComment and SGraphNodeDocumentation inherit from it to avoid duplicating code.

#Change Added a documentation specific details customisation so the excerpts can be displayed as combo button.
#Change Added FBlueprintDocumentationDetails into BlueprintDetailsCustomization.h/cpp to handle the user interaction with the documentation node in the BP Editor.

ReviewedBy Chris.Wood, Mike.Beach

[CL 2247425 by Ben Cosh in Main branch]
2014-08-07 15:33:55 -04:00

89 lines
3.1 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
class SGraphNodeComment : public SGraphNodeResizable
{
public:
SLATE_BEGIN_ARGS(SGraphNodeComment){}
SLATE_END_ARGS()
// Begin SWidget Interface
virtual FReply OnMouseButtonDoubleClick( const FGeometry& InMyGeometry, const FPointerEvent& InMouseEvent ) override;
virtual void Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) override;
virtual FReply OnDrop( const FGeometry& MyGeometry, const FDragDropEvent& DragDropEvent ) override;
virtual void OnDragEnter( const FGeometry& MyGeometry, const FDragDropEvent& DragDropEvent ) override;
// End SWidget Interface
// Begin SNodePanel::SNode interface
virtual const FSlateBrush* GetShadowBrush(bool bSelected) const override;
virtual void GetOverlayBrushes(bool bSelected, const FVector2D WidgetSize, TArray<FOverlayBrushInfo>& Brushes) const;
virtual bool ShouldAllowCulling() const override { return false; }
// End SNodePanel::SNode interface
// Begin SPanel Interface
virtual FVector2D ComputeDesiredSize() const override;
// End SPanel interface
// Begin SGraphNode Interface
virtual bool IsNameReadOnly() const override;
// ENd SGraphNode Interface
void Construct( const FArguments& InArgs, UEdGraphNode* InNode );
/** return if the node can be selected, by pointing given location */
virtual bool CanBeSelected( const FVector2D& MousePositionInNode ) const override;
/** return size of the title bar */
virtual FVector2D GetDesiredSizeForMarquee() const override;
/** return rect of the title bar */
virtual FSlateRect GetTitleRect() const override;
protected:
// SGraphNode Interface
virtual void UpdateGraphNode() override;
virtual bool ShouldScaleNodeComment()const override;
/**
* Helper method to update selection state of comment and any nodes 'contained' within it
* @param bSelected If true comment is being selected, false otherwise
* @param bUpdateNodesUnderComment If true then force the rebuild of the list of nodes under the comment
*/
void HandleSelection(bool bIsSelected, bool bUpdateNodesUnderComment = false) const;
/** called when user is moving the comment node */
virtual void MoveTo(const FVector2D& NewPosition, FNodeSet& NodeFilter ) override;
// SGraphNodeResizable Interface
virtual float GetTitleBarHeight() const override;
virtual FSlateRect GetHitTestingBorder( float InverseZoomFactor ) const override;
virtual FVector2D GetNodeMaximumSize() const override;
// SGraphNodeResizable Interface
private:
/** @return the color to tint the comment body */
FSlateColor GetCommentBodyColor() const;
/** @return the color to tint the title bar */
FSlateColor GetCommentTitleBarColor() const;
/** Returns the width to wrap the text of the comment at */
float GetWrapAt() const;
private:
/** The current selection state of the comment */
mutable bool bIsSelected;
/** the title bar, needed to obtain it's height */
TSharedPtr<SBorder> TitleBar;
/** cached comment title */
FString CachedCommentTitle;
/** cached comment title */
int32 CachedWidth;
};