Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_BlendSpaceEvaluator.cpp
Michael Schoell 63b7360ae0 Removed the Blueprint Editor's legacy node menu system.
#jira UE-13391 - Delete old BP menu system (is causing confusion)

#codereview Mike.Beach

[CL 2514361 by Michael Schoell in Main branch]
2015-04-16 11:47:54 -04:00

135 lines
4.8 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "GraphEditorActions.h"
#include "CompilerResultsLog.h"
#include "AnimGraphNode_BlendSpaceEvaluator.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_BlendSpaceEvaluator
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_BlendSpaceEvaluator::UAnimGraphNode_BlendSpaceEvaluator(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FText UAnimGraphNode_BlendSpaceEvaluator::GetTooltipText() const
{
// FText::Format() is slow, so we utilize the cached list title
return GetNodeTitle(ENodeTitleType::ListView);
}
FText UAnimGraphNode_BlendSpaceEvaluator::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if (Node.BlendSpace == nullptr)
{
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
return LOCTEXT("BlendSpaceEvaluator_NONE_ListTitle", "Blendspace Evaluator '(None)'");
}
else
{
return LOCTEXT("BlendSpaceEvaluator_NONE_Title", "(None)\nBlendspace Evaluator");
}
}
// @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))
{
const FText BlendSpaceName = FText::FromString(Node.BlendSpace->GetName());
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
FFormatNamedArguments Args;
Args.Add(TEXT("BlendSpaceName"), BlendSpaceName);
// FText::Format() is slow, so we cache this to save on performance
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("BlendSpaceEvaluatorListTitle", "Blendspace Evaluator '{BlendSpaceName}'"), Args), this);
}
else
{
FFormatNamedArguments TitleArgs;
TitleArgs.Add(TEXT("BlendSpaceName"), BlendSpaceName);
FText Title = FText::Format(LOCTEXT("BlendSpaceEvaluatorFullTitle", "{BlendSpaceName}\nBlendspace Evaluator"), TitleArgs);
if ((TitleType == ENodeTitleType::FullTitle) && (SyncGroup.GroupName != NAME_None))
{
FFormatNamedArguments Args;
Args.Add(TEXT("Title"), Title);
Args.Add(TEXT("SyncGroupName"), FText::FromName(SyncGroup.GroupName));
Title = FText::Format(LOCTEXT("BlendSpaceNodeGroupSubtitle", "{Title}\nSync group {SyncGroupName}"), Args);
}
// FText::Format() is slow, so we cache this to save on performance
CachedNodeTitles.SetCachedTitle(TitleType, Title, this);
}
}
return CachedNodeTitles[TitleType];
}
void UAnimGraphNode_BlendSpaceEvaluator::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
{
// Intentionally empty so that we don't get duplicate blend space entries.
// You can convert a regular blend space player to an evaluator via the right click context menu
}
void UAnimGraphNode_BlendSpaceEvaluator::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
{
if (Node.BlendSpace == NULL)
{
MessageLog.Error(TEXT("@@ references an unknown blend space"), this);
}
else
{
USkeleton* BlendSpaceSkeleton = Node.BlendSpace->GetSkeleton();
if (BlendSpaceSkeleton&& // if blend space doesn't have skeleton, it might be due to blend space not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
!BlendSpaceSkeleton->IsCompatible(ForSkeleton))
{
MessageLog.Error(TEXT("@@ references blendspace that uses different skeleton @@"), this, BlendSpaceSkeleton);
}
}
}
void UAnimGraphNode_BlendSpaceEvaluator::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
{
UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
Node.GroupIndex = AnimBlueprint->FindOrAddGroup(SyncGroup.GroupName);
Node.GroupRole = SyncGroup.GroupRole;
}
void UAnimGraphNode_BlendSpaceEvaluator::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
{
if (!Context.bIsDebugging)
{
// add an option to convert to single frame
Context.MenuBuilder->BeginSection("AnimGraphNodeBlendSpacePlayer", NSLOCTEXT("A3Nodes", "BlendSpaceHeading", "Blend Space"));
{
Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().OpenRelatedAsset);
Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().ConvertToBSPlayer);
}
Context.MenuBuilder->EndSection();
}
}
bool UAnimGraphNode_BlendSpaceEvaluator::DoesSupportTimeForTransitionGetter() const
{
return true;
}
UAnimationAsset* UAnimGraphNode_BlendSpaceEvaluator::GetAnimationAsset() const
{
return Node.BlendSpace;
}
const TCHAR* UAnimGraphNode_BlendSpaceEvaluator::GetTimePropertyName() const
{
return TEXT("InternalTimeAccumulator");
}
UScriptStruct* UAnimGraphNode_BlendSpaceEvaluator::GetTimePropertyStruct() const
{
return FAnimNode_BlendSpaceEvaluator::StaticStruct();
}
#undef LOCTEXT_NAMESPACE