You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
[UE-168360] User can create a transition from a state into the entry state * Relinking multiple transitions (transition nodes at once) when none of the transition nodes is selected. * Selective relinking in case a subset of the transition nodes on a transitions are selected. * Special case handling for transitions from entry state (they don't have a transition node connected). * Drawing circle indicator around the arrow head in case the mouse cursor is approaching the transition. * Hovering the arrow head of a transition highlights it by filling the circle with solid orange color and turning the arrow black. * Ending the relink operation in empty space or the entry node will cancel the relink operation. * Fixed bug that prevents creating new transitions ending in an entry state. #jira https://jira.it.epicgames.com/browse/UE-136096 #jira https://jira.it.epicgames.com/browse/UE-168360 #preflight 636a169963037c10262bc421 [CL 23025287 by benjamin jillich in ue5-main branch]
63 lines
2.5 KiB
C++
63 lines
2.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "ConnectionDrawingPolicy.h"
|
|
#include "Containers/Map.h"
|
|
#include "HAL/Platform.h"
|
|
#include "Math/Vector2D.h"
|
|
#include "Templates/SharedPointer.h"
|
|
|
|
class FArrangedChildren;
|
|
class FArrangedWidget;
|
|
class FSlateRect;
|
|
class FSlateWindowElementList;
|
|
class SWidget;
|
|
class UEdGraph;
|
|
class UEdGraphNode;
|
|
class UEdGraphPin;
|
|
struct FGeometry;
|
|
|
|
/////////////////////////////////////////////////////
|
|
// FStateMachineConnectionDrawingPolicy
|
|
|
|
// This class draws the connections for an UEdGraph with a state machine schema
|
|
class FStateMachineConnectionDrawingPolicy : public FConnectionDrawingPolicy
|
|
{
|
|
protected:
|
|
UEdGraph* GraphObj;
|
|
|
|
TMap<UEdGraphNode*, int32> NodeWidgetMap;
|
|
public:
|
|
// @Note FConnectionParams.bUserFlag2: Is used here to indicate whether the drawn arrow is a preview transition or a real one.
|
|
|
|
//
|
|
FStateMachineConnectionDrawingPolicy(int32 InBackLayerID, int32 InFrontLayerID, float ZoomFactor, const FSlateRect& InClippingRect, FSlateWindowElementList& InDrawElements, UEdGraph* InGraphObj);
|
|
|
|
// FConnectionDrawingPolicy interface
|
|
virtual void DetermineWiringStyle(UEdGraphPin* OutputPin, UEdGraphPin* InputPin, /*inout*/ FConnectionParams& Params) override;
|
|
virtual void Draw(TMap<TSharedRef<SWidget>, FArrangedWidget>& PinGeometries, FArrangedChildren& ArrangedNodes) override;
|
|
virtual void DetermineLinkGeometry(
|
|
FArrangedChildren& ArrangedNodes,
|
|
TSharedRef<SWidget>& OutputPinWidget,
|
|
UEdGraphPin* OutputPin,
|
|
UEdGraphPin* InputPin,
|
|
/*out*/ FArrangedWidget*& StartWidgetGeometry,
|
|
/*out*/ FArrangedWidget*& EndWidgetGeometry
|
|
) override;
|
|
virtual void DrawSplineWithArrow(const FGeometry& StartGeom, const FGeometry& EndGeom, const FConnectionParams& Params) override;
|
|
virtual void DrawSplineWithArrow(const FVector2D& StartPoint, const FVector2D& EndPoint, const FConnectionParams& Params) override;
|
|
virtual void DrawPreviewConnector(const FGeometry& PinGeometry, const FVector2D& StartPoint, const FVector2D& EndPoint, UEdGraphPin* Pin) override;
|
|
virtual FVector2D ComputeSplineTangent(const FVector2D& Start, const FVector2D& End) const override;
|
|
// End of FConnectionDrawingPolicy interface
|
|
|
|
protected:
|
|
void Internal_DrawLineWithArrow(const FVector2D& StartAnchorPoint, const FVector2D& EndAnchorPoint, const FConnectionParams& Params);
|
|
|
|
// Draw line-based circle (no solid filling)
|
|
void DrawCircle(const FVector2D& Center, float Radius, const FLinearColor& Color, const int NumLineSegments);
|
|
TArray<FVector2D> TempPoints;
|
|
|
|
static constexpr float RelinkHandleHoverRadius = 20.0f;
|
|
};
|