Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_Slot.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

81 lines
2.4 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "GraphEditorActions.h"
#include "ScopedTransaction.h"
#include "AnimGraphNode_Slot.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_Slot
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_Slot::UAnimGraphNode_Slot(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FLinearColor UAnimGraphNode_Slot::GetNodeTitleColor() const
{
return FLinearColor(0.7f, 0.7f, 0.7f);
}
FText UAnimGraphNode_Slot::GetTooltipText() const
{
return LOCTEXT("AnimSlotNode_Tooltip", "Plays animation from code using AnimMontage");
}
FText UAnimGraphNode_Slot::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
if (Node.SlotName == NAME_None || !HasValidBlueprint() )
{
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
return LOCTEXT("SlotNodeListTitle_NoName", "Slot '(No slot name)'");
}
else
{
return LOCTEXT("SlotNodeTitle_NoName", "(No slot name)\nSlot");
}
}
// @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))
{
UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
FName GroupName = (AnimBlueprint->TargetSkeleton) ? AnimBlueprint->TargetSkeleton->GetSlotGroupName(Node.SlotName) : FAnimSlotGroup::DefaultGroupName;
FFormatNamedArguments Args;
Args.Add(TEXT("SlotName"), FText::FromName(Node.SlotName));
Args.Add(TEXT("GroupName"), FText::FromName(GroupName));
// FText::Format() is slow, so we cache this to save on performance
if (TitleType == ENodeTitleType::ListView || TitleType == ENodeTitleType::MenuTitle)
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("SlotNodeListTitle", "Slot '{SlotName}'"), Args), this);
}
else
{
CachedNodeTitles.SetCachedTitle(TitleType, FText::Format(LOCTEXT("SlotNodeTitle", "Slot '{SlotName}'\nGroup '{GroupName}'"), Args), this);
}
}
return CachedNodeTitles[TitleType];
}
FString UAnimGraphNode_Slot::GetNodeCategory() const
{
return TEXT("Blends");
}
void UAnimGraphNode_Slot::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
{
UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
if (AnimBlueprint->TargetSkeleton)
{
AnimBlueprint->TargetSkeleton->RegisterSlotNode(Node.SlotName);
}
}
#undef LOCTEXT_NAMESPACE