Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_LayeredBoneBlend.cpp
Dan Oconnor 75fa0c83b8 Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
#rb none

[CL 5812824 by Dan Oconnor in Dev-Framework branch]
2019-04-09 16:29:40 -04:00

112 lines
3.2 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_LayeredBoneBlend.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "GraphEditorActions.h"
#include "ScopedTransaction.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_LayeredBoneBlend
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_LayeredBoneBlend::UAnimGraphNode_LayeredBoneBlend(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
Node.AddPose();
}
FLinearColor UAnimGraphNode_LayeredBoneBlend::GetNodeTitleColor() const
{
return FLinearColor(0.2f, 0.8f, 0.2f);
}
FText UAnimGraphNode_LayeredBoneBlend::GetTooltipText() const
{
return LOCTEXT("AnimGraphNode_LayeredBoneBlend_Tooltip", "Layered blend per bone");
}
FText UAnimGraphNode_LayeredBoneBlend::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("AnimGraphNode_LayeredBoneBlend_Title", "Layered blend per bone");
}
FString UAnimGraphNode_LayeredBoneBlend::GetNodeCategory() const
{
return TEXT("Blends");
}
void UAnimGraphNode_LayeredBoneBlend::AddPinToBlendByFilter()
{
FScopedTransaction Transaction( LOCTEXT("AddPinToBlend", "AddPinToBlendByFilter") );
Modify();
Node.AddPose();
ReconstructNode();
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
}
void UAnimGraphNode_LayeredBoneBlend::RemovePinFromBlendByFilter(UEdGraphPin* Pin)
{
FScopedTransaction Transaction( LOCTEXT("RemovePinFromBlend", "RemovePinFromBlendByFilter") );
Modify();
UProperty* AssociatedProperty;
int32 ArrayIndex;
GetPinAssociatedProperty(GetFNodeType(), Pin, /*out*/ AssociatedProperty, /*out*/ ArrayIndex);
if (ArrayIndex != INDEX_NONE)
{
//@TODO: ANIMREFACTOR: Need to handle moving pins below up correctly
// setting up removed pins info
RemovedPinArrayIndex = ArrayIndex;
Node.RemovePose(ArrayIndex);
ReconstructNode();
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
}
}
void UAnimGraphNode_LayeredBoneBlend::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
{
if (!Context.bIsDebugging)
{
Context.MenuBuilder->BeginSection("AnimGraphNodeLayeredBoneblend", LOCTEXT("LayeredBoneBlend", "Layered Bone Blend"));
{
if (Context.Pin != NULL)
{
// we only do this for normal BlendList/BlendList by enum, BlendList by Bool doesn't support add/remove pins
if (Context.Pin->Direction == EGPD_Input)
{
//@TODO: Only offer this option on arrayed pins
Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().RemoveBlendListPin);
}
}
else
{
Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().AddBlendListPin);
}
}
Context.MenuBuilder->EndSection();
}
}
void UAnimGraphNode_LayeredBoneBlend::Serialize(FArchive& Ar)
{
Super::Serialize(Ar);
Node.ValidateData();
}
void UAnimGraphNode_LayeredBoneBlend::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
{
UAnimGraphNode_Base::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
// ensure to cache the data
if (Node.IsCacheInvalid(ForSkeleton))
{
Node.RebuildCacheData(ForSkeleton);
}
}
#undef LOCTEXT_NAMESPACE