Files
UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Private/AnimationStateNodes/SGraphNodeAnimStateEntry.cpp
Jamie Dale a569f6b356 Fixed code relying on SLATE_TEXT_ATTRIBUTE for STextBlock.
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)

This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.

[CL 2399803 by Jamie Dale in Main branch]
2015-01-07 09:52:40 -05:00

92 lines
2.2 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "GraphEditorCommon.h"
#include "SGraphNodeAnimStateEntry.h"
#include "SGraphPreviewer.h"
#include "Editor/UnrealEd/Public/Kismet2/BlueprintEditorUtils.h"
#include "NodeFactory.h"
#include "AnimStateEntryNode.h"
/////////////////////////////////////////////////////
// SGraphNodeAnimStateEntry
void SGraphNodeAnimStateEntry::Construct(const FArguments& InArgs, UAnimStateEntryNode* InNode)
{
this->GraphNode = InNode;
this->SetCursor(EMouseCursor::CardinalCross);
this->UpdateGraphNode();
}
void SGraphNodeAnimStateEntry::GetNodeInfoPopups(FNodeInfoContext* Context, TArray<FGraphInformationPopupInfo>& Popups) const
{
}
FSlateColor SGraphNodeAnimStateEntry::GetBorderBackgroundColor() const
{
FLinearColor InactiveStateColor(0.08f, 0.08f, 0.08f);
FLinearColor ActiveStateColorDim(0.4f, 0.3f, 0.15f);
FLinearColor ActiveStateColorBright(1.f, 0.6f, 0.35f);
return InactiveStateColor;
}
void SGraphNodeAnimStateEntry::UpdateGraphNode()
{
InputPins.Empty();
OutputPins.Empty();
// Reset variables that are going to be exposed, in case we are refreshing an already setup node.
RightNodeBox.Reset();
LeftNodeBox.Reset();
FLinearColor TitleShadowColor(0.6f, 0.6f, 0.6f);
this->ContentScale.Bind( this, &SGraphNode::GetContentScale );
this->GetOrAddSlot( ENodeZone::Center )
.HAlign(HAlign_Center)
.VAlign(VAlign_Center)
[
SNew(SBorder)
.BorderImage( FEditorStyle::GetBrush( "Graph.StateNode.Body" ) )
.Padding(0)
.BorderBackgroundColor( this, &SGraphNodeAnimStateEntry::GetBorderBackgroundColor )
[
SNew(SOverlay)
// PIN AREA
+SOverlay::Slot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.Padding(10.0f)
[
SAssignNew(RightNodeBox, SVerticalBox)
]
]
];
CreatePinWidgets();
}
void SGraphNodeAnimStateEntry::AddPin(const TSharedRef<SGraphPin>& PinToAdd)
{
PinToAdd->SetOwner( SharedThis(this) );
RightNodeBox->AddSlot()
.HAlign(HAlign_Fill)
.VAlign(VAlign_Fill)
.FillHeight(1.0f)
[
PinToAdd
];
OutputPins.Add(PinToAdd);
}
FText SGraphNodeAnimStateEntry::GetPreviewCornerText() const
{
return NSLOCTEXT("SGraphNodeAnimStateEntry", "CornerTextDescription", "Entry point for state machine");
}