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- Move PinGeometries to be a member variable of FConnectionDrawingPolicy - Known issue: The preview wire doesn't flip directions until it is connected to something [CL 2457370 by Michael Noland in Main branch]
41 lines
1.9 KiB
C++
41 lines
1.9 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ConnectionDrawingPolicy.h"
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/////////////////////////////////////////////////////
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// FStateMachineConnectionDrawingPolicy
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// This class draws the connections for an UEdGraph with a state machine schema
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class FStateMachineConnectionDrawingPolicy : public FConnectionDrawingPolicy
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{
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protected:
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UEdGraph* GraphObj;
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TMap<UEdGraphNode*, int32> NodeWidgetMap;
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public:
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//
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FStateMachineConnectionDrawingPolicy(int32 InBackLayerID, int32 InFrontLayerID, float ZoomFactor, const FSlateRect& InClippingRect, FSlateWindowElementList& InDrawElements, UEdGraph* InGraphObj);
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// FConnectionDrawingPolicy interface
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virtual void DetermineWiringStyle(UEdGraphPin* OutputPin, UEdGraphPin* InputPin, /*inout*/ FConnectionParams& Params) override;
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virtual void Draw(TMap<TSharedRef<SWidget>, FArrangedWidget>& PinGeometries, FArrangedChildren& ArrangedNodes) override;
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virtual void DetermineLinkGeometry(
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FArrangedChildren& ArrangedNodes,
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TSharedRef<SWidget>& OutputPinWidget,
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UEdGraphPin* OutputPin,
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UEdGraphPin* InputPin,
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/*out*/ FArrangedWidget*& StartWidgetGeometry,
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/*out*/ FArrangedWidget*& EndWidgetGeometry
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) override;
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virtual void DrawSplineWithArrow(const FGeometry& StartGeom, const FGeometry& EndGeom, const FConnectionParams& Params) override;
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virtual void DrawSplineWithArrow(const FVector2D& StartPoint, const FVector2D& EndPoint, const FConnectionParams& Params) override;
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virtual void DrawPreviewConnector(const FGeometry& PinGeometry, const FVector2D& StartPoint, const FVector2D& EndPoint, UEdGraphPin* Pin) override;
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virtual FVector2D ComputeSplineTangent(const FVector2D& Start, const FVector2D& End) const override;
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// End of FConnectionDrawingPolicy interface
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protected:
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void Internal_DrawLineWithArrow(const FVector2D& StartAnchorPoint, const FVector2D& EndAnchorPoint, const FConnectionParams& Params);
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};
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