Files
UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Private/SGraphEditorActionMenu.h
Michael Schoell 11bbd9aa06 Using the up and down arrow keys for selection in the MyBlueprint window will correctly select them.
Refactored logic for what selection type is allowed in a SGraphActionMenu to the widgets that react to the selection.

#jira UE-11644 - Selected BP Variables do not refresh details properly

[CL 2493909 by Michael Schoell in Main branch]
2015-03-27 11:43:37 -04:00

51 lines
1.4 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#ifndef __SGraphEditorActionMenu_h__
#define __SGraphEditorActionMenu_h__
#include "GraphEditorCommon.h"
#include "SGraphActionMenu.h"
/////////////////////////////////////////////////////////////////////////////////////////////////
class SGraphEditorActionMenu : public SBorder
{
public:
SLATE_BEGIN_ARGS( SGraphEditorActionMenu )
: _GraphObj( static_cast<UEdGraph*>(NULL) )
, _NewNodePosition( FVector2D::ZeroVector )
, _AutoExpandActionMenu( false )
{}
SLATE_ARGUMENT( UEdGraph*, GraphObj )
SLATE_ARGUMENT( FVector2D, NewNodePosition )
SLATE_ARGUMENT( TArray<UEdGraphPin*>, DraggedFromPins )
SLATE_ARGUMENT( SGraphEditor::FActionMenuClosed, OnClosedCallback )
SLATE_ARGUMENT( bool, AutoExpandActionMenu )
SLATE_END_ARGS()
void Construct( const FArguments& InArgs );
~SGraphEditorActionMenu();
TSharedRef<SEditableTextBox> GetFilterTextBox();
protected:
UEdGraph* GraphObj;
TArray<UEdGraphPin*> DraggedFromPins;
FVector2D NewNodePosition;
bool AutoExpandActionMenu;
SGraphEditor::FActionMenuClosed OnClosedCallback;
TSharedPtr<SGraphActionMenu> GraphActionMenu;
void OnActionSelected( const TArray< TSharedPtr<FEdGraphSchemaAction> >& SelectedAction, ESelectInfo::Type InSelectionType );
/** Callback used to populate all actions list in SGraphActionMenu */
void CollectAllActions(FGraphActionListBuilderBase& OutAllActions);
};
#endif // __SGraphEditorActionMenu_h__