Files
UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Public/SGraphNodeResizable.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

87 lines
2.8 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
class SGraphNodeResizable : public SGraphNode
{
public:
/**
* The resizable window zone the user is interacting with
*/
enum EResizableWindowZone
{
CRWZ_NotInWindow = 0,
CRWZ_InWindow = 1,
CRWZ_RightBorder = 2,
CRWZ_BottomBorder = 3,
CRWZ_BottomRightBorder = 4,
CRWZ_LeftBorder = 5,
CRWZ_TopBorder = 6,
CRWZ_TopLeftBorder = 7,
CRWZ_TopRightBorder = 8,
CRWZ_BottomLeftBorder = 9,
CRWZ_TitleBar = 10,
};
// Begin SWidget Interface
virtual FReply OnMouseMove( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent ) override;
virtual void OnMouseEnter( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent ) override;
virtual void OnMouseLeave( const FPointerEvent& MouseEvent ) override;
virtual FReply OnMouseButtonDown( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent ) override;
virtual FReply OnMouseButtonUp( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent ) override;
virtual FCursorReply OnCursorQuery( const FGeometry& MyGeometry, const FPointerEvent& CursorEvent ) const override;
virtual bool OnHitTest( const FGeometry& MyGeometry, FVector2D InAbsoluteCursorPosition ) override;
// End SWidget Interface
protected:
/** Find the current window zone the mouse is in */
virtual SGraphNodeResizable::EResizableWindowZone FindMouseZone(const FVector2D& LocalMouseCoordinates) const;
/** @return true if the current window zone is considered a selection area */
bool InSelectionArea() const { return InSelectionArea(MouseZone); }
/** @return true if the passed zone is a selection area */
bool InSelectionArea(EResizableWindowZone InZone) const;
/** Function to store anchor point before resizing the node. The node will be anchored to this point when resizing happens*/
void InitNodeAnchorPoint();
/** Function to fetch the corrected node position based on anchor point*/
FVector2D GetCorrectedNodePosition() const;
/** Get the current titlebar size */
virtual float GetTitleBarHeight() const;
/** Return smallest desired node size */
virtual FVector2D GetNodeMinimumSize() const;
/** Return largest desired node size */
virtual FVector2D GetNodeMaximumSize() const;
//** Return slate rect border for hit testing */
virtual FSlateRect GetHitTestingBorder( float InverseZoomFactor ) const;
protected:
/** The non snapped size of the node for fluid resizing */
FVector2D DragSize;
/** The desired size of the node set during a drag */
FVector2D UserSize;
/** The original size of the node while resizing */
FVector2D StoredUserSize;
/** Anchor point used to correct node position on resizing the node*/
FVector2D NodeAnchorPoint;
/** The current window zone the mouse is in */
EResizableWindowZone MouseZone;
/** If true the user is actively dragging the node */
bool bUserIsDragging;
};