Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimationStateGraphSchema.cpp
Mikolaj Sieluzycki bbcea54981 #ttp 303393 UObject improvement: Remove header groups
#proj core
#branch UE4
#summary Removed header groups, removed some redundant includes and replaced with forward declarations. Fixed compilation errors.

[CL 2055361 by Mikolaj Sieluzycki in Main branch]
2014-04-24 08:49:31 -04:00

45 lines
1.4 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "AnimGraphPrivatePCH.h"
#include "BlueprintUtilities.h"
#include "GraphEditorActions.h"
#include "ScopedTransaction.h"
#include "AssetData.h"
#include "AnimationStateGraphSchema.h"
#define LOCTEXT_NAMESPACE "AnimationStateGraphSchema"
/////////////////////////////////////////////////////
// UAnimationStateGraphSchema
UAnimationStateGraphSchema::UAnimationStateGraphSchema(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
}
void UAnimationStateGraphSchema::CreateDefaultNodesForGraph(UEdGraph& Graph) const
{
// Create the result Create
FGraphNodeCreator<UAnimGraphNode_StateResult> NodeCreator(Graph);
UAnimGraphNode_StateResult* ResultSinkNode = NodeCreator.CreateNode();
NodeCreator.Finalize();
UAnimationStateGraph* TypedGraph = CastChecked<UAnimationStateGraph>(&Graph);
TypedGraph->MyResultNode = ResultSinkNode;
}
void UAnimationStateGraphSchema::GetGraphDisplayInformation(const UEdGraph& Graph, /*out*/ FGraphDisplayInfo& DisplayInfo) const
{
DisplayInfo.PlainName = FText::FromString( Graph.GetName() );
if (const UAnimStateNode* StateNode = Cast<const UAnimStateNode>(Graph.GetOuter()))
{
DisplayInfo.PlainName = FText::Format( LOCTEXT("StateNameGraphTitle", "{0} (state)"), FText::FromString( StateNode->GetStateName() ) );
}
DisplayInfo.DisplayName = DisplayInfo.PlainName;
}
#undef LOCTEXT_NAMESPACE