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