Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Classes/AnimGraphNode_ModifyBone.h
Jaroslaw Palczynski f23f29257b Back out changelist 2481333
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.

#codereview Robert.Manuszewski

[CL 2481343 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:38:32 -04:00

57 lines
2.4 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "AnimGraphNode_SkeletalControlBase.h"
#include "Animation/BoneControllers/AnimNode_ModifyBone.h"
#include "EdGraph/EdGraphNodeUtils.h" // for FNodeTitleTextTable
#include "AnimGraphNode_ModifyBone.generated.h"
UCLASS(MinimalAPI)
class UAnimGraphNode_ModifyBone : public UAnimGraphNode_SkeletalControlBase
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Settings)
FAnimNode_ModifyBone Node;
public:
// UEdGraphNode interface
virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
virtual FText GetTooltipText() const override;
virtual FString GetKeywords() const override;
// End of UEdGraphNode interface
protected:
// UAnimGraphNode_SkeletalControlBase interface
virtual FText GetControllerDescription() const override;
ANIMGRAPH_API virtual FVector GetWidgetLocation(const USkeletalMeshComponent* SkelComp, struct FAnimNode_SkeletalControlBase* AnimNode) override;
ANIMGRAPH_API virtual int32 GetWidgetMode(const USkeletalMeshComponent* SkelComp) override;
ANIMGRAPH_API virtual int32 ChangeToNextWidgetMode(const USkeletalMeshComponent* SkelComp, int32 InCurWidgetMode) override;
ANIMGRAPH_API virtual bool SetWidgetMode(const USkeletalMeshComponent* SkelComp, int32 InWidgetMode) override;
ANIMGRAPH_API virtual FName FindSelectedBone() override;
ANIMGRAPH_API virtual void DoTranslation(const USkeletalMeshComponent* SkelComp, FVector& Drag, FAnimNode_Base* InOutAnimNode) override;
ANIMGRAPH_API virtual void DoRotation(const USkeletalMeshComponent* SkelComp, FRotator& Rotation, FAnimNode_Base* InOutAnimNode) override;
ANIMGRAPH_API virtual void DoScale(const USkeletalMeshComponent* SkelComp, FVector& Drag, FAnimNode_Base* InOutAnimNode) override;
ANIMGRAPH_API virtual void CopyNodeDataTo(FAnimNode_Base* OutAnimNode) override;
ANIMGRAPH_API virtual void CopyNodeDataFrom(const FAnimNode_Base* InNewAnimNode) override;
// End of UAnimGraphNode_SkeletalControlBase interface
// methods to find a valid widget mode for gizmo because doesn't need to show gizmo when the mode is "Ignore"
int32 FindValidWidgetMode(int32 InWidgetMode);
EBoneModificationMode GetBoneModificationMode(int32 InWidgetMode);
int32 GetNextWidgetMode(int32 InWidgetMode);
private:
/** Constructing FText strings can be costly, so we cache the node's title */
FNodeTitleTextTable CachedNodeTitles;
// storing current widget mode
int32 CurWidgetMode;
};