Files
UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Private/AnimationNodes/SGraphNodeLayeredBoneBlend.cpp
Martin Wilson d0f7b51655 non unity compile fixes (penance for breaking it yesterday)
[CL 2317163 by Martin Wilson in Main branch]
2014-10-02 07:03:46 -04:00

44 lines
1.1 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "GraphEditorCommon.h"
#include "SGraphNodeLayeredBoneBlend.h"
#include "AnimGraphNode_LayeredBoneBlend.h"
/////////////////////////////////////////////////////
// SGraphNodeLayeredBoneBlend
void SGraphNodeLayeredBoneBlend::Construct(const FArguments& InArgs, UAnimGraphNode_LayeredBoneBlend* InNode)
{
this->GraphNode = Node = InNode;
this->SetCursor(EMouseCursor::CardinalCross);
this->UpdateGraphNode();
}
void SGraphNodeLayeredBoneBlend::CreateInputSideAddButton(TSharedPtr<SVerticalBox> InputBox)
{
TSharedRef<SWidget> AddPinButton = AddPinButtonContent(
NSLOCTEXT("LayeredBoneBlendNode", "LayeredBoneBlendNodeAddPinButton", "Add pin"),
NSLOCTEXT("LayeredBoneBlendNode", "LayeredBoneBlendNodeAddPinButton_Tooltip", "Adds a input pose to the node"),
false);
FMargin AddPinPadding = Settings->GetInputPinPadding();
AddPinPadding.Top += 6.0f;
InputBox->AddSlot()
.AutoHeight()
.VAlign(VAlign_Center)
.Padding(AddPinPadding)
[
AddPinButton
];
}
FReply SGraphNodeLayeredBoneBlend::OnAddPin()
{
Node->AddPinToBlendByFilter();
return FReply::Handled();
}