Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_CopyBone.cpp
Michael Schoell 75200e5a0d Cached node titles can now be forced to refresh without iteration over every node.
This will occur with every structural modification to any BP, node titles refresh only when visible.

[CL 2499923 by Michael Schoell in Main branch]
2015-04-02 11:16:23 -04:00

54 lines
2.1 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "AnimGraphNode_CopyBone.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_CopyBoneSkeletalControl
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_CopyBone::UAnimGraphNode_CopyBone(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FText UAnimGraphNode_CopyBone::GetControllerDescription() const
{
return LOCTEXT("CopyBone", "Copy Bone");
}
FText UAnimGraphNode_CopyBone::GetTooltipText() const
{
return LOCTEXT("AnimGraphNode_CopyBone_Tooltip", "The Copy Bone control copies the Transform data or any component of it - i.e. Translation, Rotation, or Scale - from one bone to another.");
}
FText UAnimGraphNode_CopyBone::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if ((TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle) && (Node.TargetBone.BoneName == NAME_None) && (Node.SourceBone.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("SourceBoneName"), FText::FromName(Node.SourceBone.BoneName));
Args.Add(TEXT("TargetBoneName"), FText::FromName(Node.TargetBone.BoneName));
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_CopyBone_ListTitle", "{ControllerDescription} - Source Bone: {SourceBoneName} - Target Bone: {TargetBoneName}"), Args), this);
}
else
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("AnimGraphNode_CopyBone_Title", "{ControllerDescription}\nSource Bone: {SourceBoneName}\nTarget Bone: {TargetBoneName}"), Args), this);
}
}
return CachedNodeTitles[TitleType];
}
#undef LOCTEXT_NAMESPACE