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#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2965743 on 2016/05/04 by Tom.Looman Added check to PostActorConstruction to avoid BeginPlay call on pendingkill actor. UE-27528 #rb MarcA Change 2965744 on 2016/05/04 by Marc.Audy VS2015 Shadow Variable fixes Change 2965813 on 2016/05/04 by Tom.Looman Moved UninitializeComponents outside (bActorInitialized) to always uninit components when actors gets destroyed early. UE-27529 #rb MarcA Change 2966564 on 2016/05/04 by Marc.Audy VS2015 shadow variable fixes Change 2967244 on 2016/05/05 by Jon.Nabozny Remove UPROPERTY from members that don't require serialization and aren't user editable. #JIRA UE-30155 Change 2967377 on 2016/05/05 by Lukasz.Furman fixed processing of AIMessages when new message appears during notify loop #ue4 Change 2967437 on 2016/05/05 by Marc.Audy Add a static One to TBigInt Remove numerous local statics and TEncryptionInt specific version in KeyGenerator.cpp Part of fixing shadow variables for VS2015 Change 2967465 on 2016/05/05 by Marc.Audy Fix VS2015 shadow variables fixes Change 2967552 on 2016/05/05 by Marc.Audy Fix compile error in DocumentationCode Change 2967556 on 2016/05/05 by Marc.Audy Enable shadow variable warnings in 2015 Change 2967836 on 2016/05/05 by Marc.Audy Another DocumentationCode project fix Change 2967941 on 2016/05/05 by Marc.Audy Make bShowHUD not config Expose HUD properties to blueprints Cleanup stale entries in BaseGame.ini Deprecate unnecessary colors in AHUD in favor of using FColor statics #jira UE-30045 Change 2969008 on 2016/05/06 by Marc.Audy VS2015 Shadow Variable fixes found by CIS Change 2969315 on 2016/05/06 by John.Abercrombie Duplicating CL 2969279 from //Fortnite/Main/ Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused -------- Integrated using branch //Fortnite/Main/_to_//UE4/Dev-Framework of change#2969279 by John.Abercrombie on 2016/05/06 14:21:40. Change 2969611 on 2016/05/06 by Marc.Audy Default bShowHUD to true Change 2971041 on 2016/05/09 by Marc.Audy Add Get/Set Actor/Component TickInterval functions and expose to blueprints Change 2971072 on 2016/05/09 by Marc.Audy Fix VS2015 shadow variables warnings Change 2971629 on 2016/05/09 by Marc.Audy PR#1981 (contributed by EverNewJoy) CheatManager is blueprintable (though very basic exposure at this time) and can be set from PlayerController DebugCameraController is now visible and can be subclassed and specified via CheatManager blueprint #jira UE-25901 Change 2971632 on 2016/05/09 by Marc.Audy Missed file from CL# 2971629 [CL 2972828 by Marc Audy in Main branch]
378 lines
12 KiB
C++
378 lines
12 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "GraphEditorCommon.h"
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#include "SGraphNodeAnimTransition.h"
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#include "SGraphPreviewer.h"
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#include "Editor/UnrealEd/Public/Kismet2/BlueprintEditorUtils.h"
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#include "Editor/KismetWidgets/Public/SKismetLinearExpression.h"
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#include "Editor/PropertyEditor/Public/PropertyEditorModule.h"
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#include "ConnectionDrawingPolicy.h"
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#include "IDocumentation.h"
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#include "AnimationTransitionGraph.h"
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#include "AnimGraphNode_TransitionResult.h"
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#include "AnimGraphNode_StateMachineBase.h"
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#include "AnimStateTransitionNode.h"
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#include "AnimationStateMachineGraph.h"
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#define LOCTEXT_NAMESPACE "TransitionNodes"
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/////////////////////////////////////////////////////
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// SGraphNodeAnimTransition
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void SGraphNodeAnimTransition::Construct(const FArguments& InArgs, UAnimStateTransitionNode* InNode)
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{
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this->GraphNode = InNode;
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this->UpdateGraphNode();
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}
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void SGraphNodeAnimTransition::GetNodeInfoPopups(FNodeInfoContext* Context, TArray<FGraphInformationPopupInfo>& Popups) const
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{
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}
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void SGraphNodeAnimTransition::MoveTo(const FVector2D& NewPosition, FNodeSet& NodeFilter)
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{
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// Ignored; position is set by the location of the attached state nodes
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}
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bool SGraphNodeAnimTransition::RequiresSecondPassLayout() const
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{
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return true;
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}
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void SGraphNodeAnimTransition::PerformSecondPassLayout(const TMap< UObject*, TSharedRef<SNode> >& NodeToWidgetLookup) const
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{
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UAnimStateTransitionNode* TransNode = CastChecked<UAnimStateTransitionNode>(GraphNode);
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// Find the geometry of the state nodes we're connecting
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FGeometry StartGeom;
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FGeometry EndGeom;
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int32 TransIndex = 0;
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int32 NumOfTrans = 1;
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UAnimStateNodeBase* PrevState = TransNode->GetPreviousState();
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UAnimStateNodeBase* NextState = TransNode->GetNextState();
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if ((PrevState != NULL) && (NextState != NULL))
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{
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const TSharedRef<SNode>* pPrevNodeWidget = NodeToWidgetLookup.Find(PrevState);
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const TSharedRef<SNode>* pNextNodeWidget = NodeToWidgetLookup.Find(NextState);
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if ((pPrevNodeWidget != NULL) && (pNextNodeWidget != NULL))
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{
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const TSharedRef<SNode>& PrevNodeWidget = *pPrevNodeWidget;
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const TSharedRef<SNode>& NextNodeWidget = *pNextNodeWidget;
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StartGeom = FGeometry(FVector2D(PrevState->NodePosX, PrevState->NodePosY), FVector2D::ZeroVector, PrevNodeWidget->GetDesiredSize(), 1.0f);
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EndGeom = FGeometry(FVector2D(NextState->NodePosX, NextState->NodePosY), FVector2D::ZeroVector, NextNodeWidget->GetDesiredSize(), 1.0f);
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TArray<UAnimStateTransitionNode*> Transitions;
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PrevState->GetTransitionList(Transitions);
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Transitions = Transitions.FilterByPredicate([NextState](const UAnimStateTransitionNode* InTransition) -> bool
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{
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return InTransition->GetNextState() == NextState;
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});
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TransIndex = Transitions.IndexOfByKey(TransNode);
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NumOfTrans = Transitions.Num();
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}
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}
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//Position Node
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PositionBetweenTwoNodesWithOffset(StartGeom, EndGeom, TransIndex, NumOfTrans);
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}
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TSharedRef<SWidget> SGraphNodeAnimTransition::GenerateRichTooltip()
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{
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UAnimStateTransitionNode* TransNode = CastChecked<UAnimStateTransitionNode>(GraphNode);
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if (TransNode->BoundGraph == NULL)
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{
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return SNew(STextBlock).Text(LOCTEXT("NoAnimGraphBoundToNodeMessage", "Error: No graph"));
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}
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// Find the expression hooked up to the can execute pin of the transition node
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const UEdGraphSchema_K2* Schema = GetDefault<UEdGraphSchema_K2>();
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UEdGraphPin* CanExecPin = NULL;
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if (UAnimationTransitionGraph* TransGraph = Cast<UAnimationTransitionGraph>(TransNode->BoundGraph))
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{
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if (UAnimGraphNode_TransitionResult* ResultNode = TransGraph->GetResultNode())
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{
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CanExecPin = ResultNode->FindPin(TEXT("bCanEnterTransition"));
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}
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}
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TSharedRef<SVerticalBox> Widget = SNew(SVerticalBox);
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const FText TooltipDesc = GetPreviewCornerText(false);
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// Transition rule linearized
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Widget->AddSlot()
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.AutoHeight()
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.Padding( 2.0f )
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[
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SNew(STextBlock)
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.TextStyle( FEditorStyle::Get(), TEXT("Graph.TransitionNode.TooltipName") )
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.Text(TooltipDesc)
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];
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Widget->AddSlot()
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.AutoHeight()
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.Padding( 2.0f )
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[
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SNew(STextBlock)
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.TextStyle( FEditorStyle::Get(), TEXT("Graph.TransitionNode.TooltipRule") )
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.Text(LOCTEXT("AnimGraphNodeTransitionRule_ToolTip", "Transition Rule (in words)"))
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];
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Widget->AddSlot()
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.AutoHeight()
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.Padding( 2.0f )
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[
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SNew(SKismetLinearExpression, CanExecPin)
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];
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Widget->AddSlot()
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.AutoHeight()
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.Padding( 2.0f )
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[
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IDocumentation::Get()->CreateToolTip(FText::FromString("Documentation"), NULL, TransNode->GetDocumentationLink(), TransNode->GetDocumentationExcerptName())
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];
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return Widget;
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}
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TSharedPtr<SToolTip> SGraphNodeAnimTransition::GetComplexTooltip()
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{
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return SNew(SToolTip)
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[
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GenerateRichTooltip()
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];
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}
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void SGraphNodeAnimTransition::UpdateGraphNode()
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{
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InputPins.Empty();
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OutputPins.Empty();
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// Reset variables that are going to be exposed, in case we are refreshing an already setup node.
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RightNodeBox.Reset();
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LeftNodeBox.Reset();
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this->ContentScale.Bind( this, &SGraphNode::GetContentScale );
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this->GetOrAddSlot( ENodeZone::Center )
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.HAlign(HAlign_Center)
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.VAlign(VAlign_Center)
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[
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SNew(SOverlay)
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+SOverlay::Slot()
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[
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SNew(SImage)
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.Image( FEditorStyle::GetBrush("Graph.TransitionNode.Body") )
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]
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+SOverlay::Slot()
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[
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SNew(SImage)
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.Image( FEditorStyle::GetBrush("Graph.TransitionNode.ColorSpill") )
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.ColorAndOpacity( this, &SGraphNodeAnimTransition::GetTransitionColor )
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]
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+SOverlay::Slot()
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[
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SNew(SImage)
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.Image( FEditorStyle::GetBrush("Graph.TransitionNode.Icon") )
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]
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+SOverlay::Slot()
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[
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SNew(SImage)
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.Image( FEditorStyle::GetBrush("Graph.TransitionNode.Gloss") )
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]
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];
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}
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FText SGraphNodeAnimTransition::GetPreviewCornerText(bool bReverse) const
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{
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UAnimStateTransitionNode* TransNode = CastChecked<UAnimStateTransitionNode>(GraphNode);
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UAnimStateNodeBase* PrevState = (bReverse ? TransNode->GetNextState() : TransNode->GetPreviousState());
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UAnimStateNodeBase* NextState = (bReverse ? TransNode->GetPreviousState() : TransNode->GetNextState());
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FText Result = LOCTEXT("BadTransition", "Bad transition (missing source or target)");
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// Show the priority if there is any ambiguity
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if (PrevState != NULL)
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{
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if (NextState != NULL)
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{
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TArray<UAnimStateTransitionNode*> TransitionFromSource;
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PrevState->GetTransitionList(/*out*/ TransitionFromSource);
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bool bMultiplePriorities = false;
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if (TransitionFromSource.Num() > 1)
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{
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// See if the priorities differ
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for (int32 Index = 0; (Index < TransitionFromSource.Num()) && !bMultiplePriorities; ++Index)
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{
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const bool bDifferentPriority = (TransitionFromSource[Index]->PriorityOrder != TransNode->PriorityOrder);
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bMultiplePriorities |= bDifferentPriority;
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}
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}
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if (bMultiplePriorities)
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{
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Result = FText::Format(LOCTEXT("TransitionXToYWithPriority", "{0} to {1} (Priority {2})"), FText::FromString(PrevState->GetStateName()), FText::FromString(NextState->GetStateName()), FText::AsNumber(TransNode->PriorityOrder));
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}
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else
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{
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Result = FText::Format(LOCTEXT("TransitionXToY", "{0} to {1}"), FText::FromString(PrevState->GetStateName()), FText::FromString(NextState->GetStateName()));
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}
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}
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}
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return Result;
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}
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FLinearColor SGraphNodeAnimTransition::StaticGetTransitionColor(UAnimStateTransitionNode* TransNode, bool bIsHovered)
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{
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//@TODO: Make configurable by styling
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const FLinearColor ActiveColor(1.0f, 0.4f, 0.3f, 1.0f);
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const FLinearColor HoverColor(0.724f, 0.256f, 0.0f, 1.0f);
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FLinearColor BaseColor(0.9f, 0.9f, 0.9f, 1.0f);
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// Display various types of debug data
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UAnimBlueprint* AnimBlueprint = Cast<UAnimBlueprint>(FBlueprintEditorUtils::FindBlueprintForNodeChecked(TransNode));
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UAnimInstance* ActiveObject = (AnimBlueprint != NULL) ? Cast<UAnimInstance>(AnimBlueprint->GetObjectBeingDebugged()) : NULL;
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UAnimBlueprintGeneratedClass* Class = AnimBlueprint->GetAnimBlueprintGeneratedClass();
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UEdGraph* StateMachineGraph = TransNode->GetGraph();
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if ((ActiveObject != NULL) && (Class != NULL))
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{
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if (FStateMachineDebugData* DebugInfo = Class->GetAnimBlueprintDebugData().StateMachineDebugData.Find(StateMachineGraph))
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{
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if (int32* pTransIndex = DebugInfo->NodeToTransitionIndex.Find(TransNode))
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{
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const int32 TransIndex = *pTransIndex;
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if (Class->AnimNodeProperties.Num())
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{
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UAnimationStateMachineGraph* TypedGraph = CastChecked<UAnimationStateMachineGraph>(StateMachineGraph);
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if (FAnimNode_StateMachine* CurrentInstance = Class->GetPropertyInstance<FAnimNode_StateMachine>(ActiveObject, TypedGraph->OwnerAnimGraphNode))
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{
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if (CurrentInstance->IsTransitionActive(TransIndex))
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{
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// We're active!
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return ActiveColor;
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}
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}
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}
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}
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}
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}
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//@TODO: ANIMATION: Sort out how to display this
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// if (TransNode->SharedCrossfadeIdx != INDEX_NONE)
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// {
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// WireColor.R = (TransNode->SharedCrossfadeIdx & 1 ? 1.0f : 0.15f);
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// WireColor.G = (TransNode->SharedCrossfadeIdx & 2 ? 1.0f : 0.15f);
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// WireColor.B = (TransNode->SharedCrossfadeIdx & 4 ? 1.0f : 0.15f);
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// }
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// If shared transition, show different color
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if (TransNode->bSharedRules)
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{
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BaseColor = TransNode->SharedColor;
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}
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return bIsHovered ? HoverColor : BaseColor;
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}
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FSlateColor SGraphNodeAnimTransition::GetTransitionColor() const
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{
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UAnimStateTransitionNode* TransNode = CastChecked<UAnimStateTransitionNode>(GraphNode);
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return StaticGetTransitionColor(TransNode, IsHovered());
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}
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FString SGraphNodeAnimTransition::GetCurrentDuration() const
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{
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UAnimStateTransitionNode* TransNode = CastChecked<UAnimStateTransitionNode>(GraphNode);
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return FString::Printf(TEXT("%.2f seconds"), TransNode->CrossfadeDuration);
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}
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void SGraphNodeAnimTransition::OnMouseEnter(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent)
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{
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UAnimStateTransitionNode* TransNode = CastChecked<UAnimStateTransitionNode>(GraphNode);
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if (UEdGraphPin* Pin = TransNode->GetInputPin())
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{
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GetOwnerPanel()->AddPinToHoverSet(Pin);
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}
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SGraphNode::OnMouseEnter(MyGeometry, MouseEvent);
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}
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void SGraphNodeAnimTransition::OnMouseLeave(const FPointerEvent& MouseEvent)
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{
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UAnimStateTransitionNode* TransNode = CastChecked<UAnimStateTransitionNode>(GraphNode);
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if (UEdGraphPin* Pin = TransNode->GetInputPin())
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{
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GetOwnerPanel()->RemovePinFromHoverSet(Pin);
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}
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SGraphNode::OnMouseLeave(MouseEvent);
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}
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void SGraphNodeAnimTransition::PositionBetweenTwoNodesWithOffset(const FGeometry& StartGeom, const FGeometry& EndGeom, int32 NodeIndex, int32 MaxNodes) const
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{
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// Get a reasonable seed point (halfway between the boxes)
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const FVector2D StartCenter = FGeometryHelper::CenterOf(StartGeom);
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const FVector2D EndCenter = FGeometryHelper::CenterOf(EndGeom);
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const FVector2D SeedPoint = (StartCenter + EndCenter) * 0.5f;
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// Find the (approximate) closest points between the two boxes
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const FVector2D StartAnchorPoint = FGeometryHelper::FindClosestPointOnGeom(StartGeom, SeedPoint);
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const FVector2D EndAnchorPoint = FGeometryHelper::FindClosestPointOnGeom(EndGeom, SeedPoint);
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// Position ourselves halfway along the connecting line between the nodes, elevated away perpendicular to the direction of the line
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const float Height = 30.0f;
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const FVector2D DesiredNodeSize = GetDesiredSize();
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FVector2D DeltaPos(EndAnchorPoint - StartAnchorPoint);
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if (DeltaPos.IsNearlyZero())
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{
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DeltaPos = FVector2D(10.0f, 0.0f);
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}
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const FVector2D Normal = FVector2D(DeltaPos.Y, -DeltaPos.X).GetSafeNormal();
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const FVector2D NewCenter = StartAnchorPoint + (0.5f * DeltaPos) + (Height * Normal);
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FVector2D DeltaNormal = DeltaPos.GetSafeNormal();
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// Calculate node offset in the case of multiple transitions between the same two nodes
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// MultiNodeOffset: the offset where 0 is the centre of the transition, -1 is 1 <size of node>
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// towards the PrevStateNode and +1 is 1 <size of node> towards the NextStateNode.
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const float MutliNodeSpace = 0.2f; // Space between multiple transition nodes (in units of <size of node> )
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const float MultiNodeStep = (1.f + MutliNodeSpace); //Step between node centres (Size of node + size of node spacer)
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const float MultiNodeStart = -((MaxNodes - 1) * MultiNodeStep) / 2.f;
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const float MultiNodeOffset = MultiNodeStart + (NodeIndex * MultiNodeStep);
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// Now we need to adjust the new center by the node size, zoom factor and multi node offset
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const FVector2D NewCorner = NewCenter - (0.5f * DesiredNodeSize) + (DeltaNormal * MultiNodeOffset * DesiredNodeSize.Size());
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GraphNode->NodePosX = NewCorner.X;
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GraphNode->NodePosY = NewCorner.Y;
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}
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/////////////////////////////////////////////////////
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#undef LOCTEXT_NAMESPACE |