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#add Added UEdGraphNode::GetNodeNativeTitle to return a native title for a node. #add Added UEdGraphNode::GetNodeSearchTitle to return the native and localized title for a node, together, for searching. #add Can hold "alt" over a node (in the graph panel, or the palette) to see the native name of the node. #ttp 331252 - Blueprints: Editor: L10N: Blueprints need to consistently show localized node names and when searching need to search both the localized name and the native name #codereview justin.sargent [CL 2044506 by Michael Schoell in Main branch]
138 lines
4.7 KiB
C++
138 lines
4.7 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphPrivatePCH.h"
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#include "GraphEditorActions.h"
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#include "CompilerResultsLog.h"
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#include "AnimGraphNode_BlendSpaceEvaluator.h"
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/////////////////////////////////////////////////////
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// UAnimGraphNode_BlendSpaceEvaluator
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#define LOCTEXT_NAMESPACE "A3Nodes"
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UAnimGraphNode_BlendSpaceEvaluator::UAnimGraphNode_BlendSpaceEvaluator(const FPostConstructInitializeProperties& PCIP)
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: Super(PCIP)
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{
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}
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FString UAnimGraphNode_BlendSpaceEvaluator::GetTooltip() const
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{
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return FString::Printf(TEXT("Blendspace Evaluator'%s'"), (Node.BlendSpace != NULL) ? *(Node.BlendSpace->GetPathName()) : TEXT("(None)"));
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}
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FText UAnimGraphNode_BlendSpaceEvaluator::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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const FText BlendSpaceName((Node.BlendSpace != NULL) ? FText::FromString(Node.BlendSpace->GetName()) : LOCTEXT("None", "(None)"));
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if (TitleType == ENodeTitleType::ListView)
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("BlendSpaceName"), BlendSpaceName);
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return FText::Format(LOCTEXT("BlendSpaceEvaluatorListTitle", "Blendspace Evaluator '{BlendSpaceName}'"), Args);
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}
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else
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{
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FFormatNamedArguments TitleArgs;
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TitleArgs.Add(TEXT("BlendSpaceName"), BlendSpaceName);
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FText Title = FText::Format(LOCTEXT("BlendSpaceEvaluatorFullTitle", "{BlendSpaceName}\nBlendspace Evaluator"), TitleArgs);
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if ((TitleType == ENodeTitleType::FullTitle) && (SyncGroup.GroupName != NAME_None))
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("Title"), Title);
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Args.Add(TEXT("SyncGroupName"), FText::FromName(SyncGroup.GroupName));
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Title = FText::Format(LOCTEXT("BlendSpaceNodeGroupSubtitle", "{Title}\nSync group {SyncGroupName}"), Args);
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}
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return Title;
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}
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}
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FString UAnimGraphNode_BlendSpaceEvaluator::GetNodeNativeTitle(ENodeTitleType::Type TitleType) const
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{
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// Do not setup this function for localization, intentionally left unlocalized!
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const FString BlendSpaceName((Node.BlendSpace != NULL) ? *(Node.BlendSpace->GetName()) : TEXT("(None)"));
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if (TitleType == ENodeTitleType::ListView)
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{
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return FString::Printf(TEXT("Blendspace Evaluator '%s'"), *BlendSpaceName);
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}
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else
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{
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FString Title = FString::Printf(TEXT("%s\nBlendspace Evaluator"), *BlendSpaceName);
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if ((TitleType == ENodeTitleType::FullTitle) && (SyncGroup.GroupName != NAME_None))
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{
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Title += TEXT("\n");
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Title += FString::Printf(TEXT("Sync group %s"), *SyncGroup.GroupName.ToString());
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}
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return Title;
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}
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}
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void UAnimGraphNode_BlendSpaceEvaluator::GetMenuEntries(FGraphContextMenuBuilder& ContextMenuBuilder) const
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{
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// Intentionally empty so that we don't get duplicate blend space entries.
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// You can convert a regular blend space player to an evaluator via the right click context menu
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}
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void UAnimGraphNode_BlendSpaceEvaluator::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
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{
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if (Node.BlendSpace == NULL)
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{
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MessageLog.Error(TEXT("@@ references an unknown blend space"), this);
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}
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else
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{
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USkeleton * BlendSpaceSkeleton = Node.BlendSpace->GetSkeleton();
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if (BlendSpaceSkeleton&& // if blend space doesn't have skeleton, it might be due to blend space not loaded yet, @todo: wait with anim blueprint compilation until all assets are loaded?
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!BlendSpaceSkeleton->IsCompatible(ForSkeleton))
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{
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MessageLog.Error(TEXT("@@ references blendspace that uses different skeleton @@"), this, BlendSpaceSkeleton);
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}
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}
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}
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void UAnimGraphNode_BlendSpaceEvaluator::BakeDataDuringCompilation(class FCompilerResultsLog& MessageLog)
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{
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UAnimBlueprint* AnimBlueprint = GetAnimBlueprint();
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Node.GroupIndex = AnimBlueprint->FindOrAddGroup(SyncGroup.GroupName);
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Node.GroupRole = SyncGroup.GroupRole;
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}
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void UAnimGraphNode_BlendSpaceEvaluator::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
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{
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if (!Context.bIsDebugging)
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{
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// add an option to convert to single frame
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Context.MenuBuilder->BeginSection("AnimGraphNodeBlendSpacePlayer", NSLOCTEXT("A3Nodes", "BlendSpaceHeading", "Blend Space"));
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{
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Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().OpenRelatedAsset);
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Context.MenuBuilder->AddMenuEntry(FGraphEditorCommands::Get().ConvertToBSPlayer);
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}
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Context.MenuBuilder->EndSection();
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}
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}
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bool UAnimGraphNode_BlendSpaceEvaluator::DoesSupportTimeForTransitionGetter() const
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{
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return true;
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}
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UAnimationAsset* UAnimGraphNode_BlendSpaceEvaluator::GetAnimationAsset() const
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{
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return Node.BlendSpace;
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}
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const TCHAR* UAnimGraphNode_BlendSpaceEvaluator::GetTimePropertyName() const
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{
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return TEXT("InternalTimeAccumulator");
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}
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UScriptStruct* UAnimGraphNode_BlendSpaceEvaluator::GetTimePropertyStruct() const
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{
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return FAnimNode_BlendSpaceEvaluator::StaticStruct();
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}
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#undef LOCTEXT_NAMESPACE |