Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_Trail.cpp
Matthew Griffin bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00

57 lines
1.8 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "AnimGraphNode_Trail.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_TrailBone
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_Trail::UAnimGraphNode_Trail(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FText UAnimGraphNode_Trail::GetControllerDescription() const
{
return LOCTEXT("TrailController", "Trail controller");
}
FText UAnimGraphNode_Trail::GetTooltipText() const
{
return LOCTEXT("AnimGraphNode_Trail_Tooltip", "The Trail Controller.");
}
FText UAnimGraphNode_Trail::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if ((TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle) && (Node.TrailBone.BoneName == NAME_None))
{
return GetControllerDescription();
}
// @TODO: the bone can be altered in the property editor, so we have to
// choose to mark this dirty when that happens for this to properly work
else //if (!CachedNodeTitles.IsTitleCached(TitleType, this))
{
FFormatNamedArguments Args;
Args.Add(TEXT("ControllerDescription"), GetControllerDescription());
Args.Add(TEXT("BoneName"), FText::FromName(Node.TrailBone.BoneName));
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_Trail_ListTitle", "{ControllerDescription} - Bone: {BoneName}"), Args), this);
}
else
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_Trail_Title", "{ControllerDescription}\nBone: {BoneName}"), Args), this);
}
}
return CachedNodeTitles[TitleType];
}
void UAnimGraphNode_Trail::PostLoad()
{
Super::PostLoad();
Node.PostLoad();
}
#undef LOCTEXT_NAMESPACE