Files
UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Public/SGraphNodeResizable.h
Chris Gagnon 8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00

97 lines
3.0 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Layout/SlateRect.h"
#include "Input/CursorReply.h"
#include "Input/Reply.h"
#include "SGraphNode.h"
class FScopedTransaction;
class GRAPHEDITOR_API 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;
//~ 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() 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;
/** The resize transaction */
TSharedPtr<FScopedTransaction> ResizeTransactionPtr;
/** 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;
};