Files
UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Public/SGraphNodeComment.h
Jaroslaw Palczynski ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00

137 lines
5.0 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
class SGraphNodeComment : public SGraphNode
{
/**
* The Comment window zone the user is interacting with
*/
enum ECommentWindowZone
{
CWZ_NotInWindow = 0,
CWZ_InWindow = 1,
CWZ_RightBorder = 2,
CWZ_BottomBorder = 3,
CWZ_BottomRightBorder = 4,
CWZ_LeftBorder = 5,
CWZ_TopBorder = 6,
CWZ_TopLeftBorder = 7,
CWZ_TopRightBorder = 8,
CWZ_BottomLeftBorder = 9,
CWZ_TitleBar = 10,
};
public:
SLATE_BEGIN_ARGS(SGraphNodeComment){}
SLATE_END_ARGS()
// Begin SWidget Interface
virtual FReply OnMouseMove( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent ) override;
virtual void OnMouseEnter( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent ) override;
virtual void OnMouseLeave( const FPointerEvent& MouseEvent ) override;
virtual FCursorReply OnCursorQuery( const FGeometry& MyGeometry, const FPointerEvent& CursorEvent ) const override;
virtual FReply OnMouseButtonDoubleClick( const FGeometry& InMyGeometry, const FPointerEvent& InMouseEvent ) override;
virtual FReply OnMouseButtonDown( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent ) override;
virtual FReply OnMouseButtonUp( const FGeometry& MyGeometry, const FPointerEvent& MouseEvent ) override;
virtual bool OnHitTest( const FGeometry& MyGeometry, FVector2D InAbsoluteCursorPosition ) override;
virtual void Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) override;
virtual FReply OnDrop( const FGeometry& MyGeometry, const FDragDropEvent& DragDropEvent ) override;
virtual void OnDragEnter( const FGeometry& MyGeometry, const FDragDropEvent& DragDropEvent ) override;
// End SWidget Interface
// Begin SNodePanel::SNode interface
virtual const FSlateBrush* GetShadowBrush(bool bSelected) const override;
virtual void GetOverlayBrushes(bool bSelected, const FVector2D WidgetSize, TArray<FOverlayBrushInfo>& Brushes) const;
virtual bool ShouldAllowCulling() const override { return false; }
// End SNodePanel::SNode interface
// Begin SPanel Interface
virtual FVector2D ComputeDesiredSize() const override;
// End SPanel interface
// Begin SGraphNode Interface
virtual bool IsNameReadOnly() const override;
// ENd SGraphNode Interface
void Construct( const FArguments& InArgs, UEdGraphNode* InNode );
/** return if the node can be selected, by pointing given location */
virtual bool CanBeSelected( const FVector2D& MousePositionInNode ) const override;
/** return size of the title bar */
virtual FVector2D GetDesiredSizeForMarquee() const override;
/** return rect of the title bar */
virtual FSlateRect GetTitleRect() const override;
protected:
// SGraphNode Interface
virtual void UpdateGraphNode() override;
virtual bool ShouldScaleNodeComment()const override;
/**
* Helper method to update selection state of comment and any nodes 'contained' within it
* @param bSelected If true comment is being selected, false otherwise
* @param bUpdateNodesUnderComment If true then force the rebuild of the list of nodes under the comment
*/
void HandleSelection(bool bIsSelected, bool bUpdateNodesUnderComment = false) const;
/** called when user is moving the comment node */
virtual void MoveTo(const FVector2D& NewPosition, FNodeSet& NodeFilter ) override;
private:
/** Find the current window zone the mouse is in for the comment */
SGraphNodeComment::ECommentWindowZone FindMouseZone(const FVector2D& LocalGeo) const;
/** @return true if the current window zone is considered a selection area */
bool InSelectionArea() const { return InSelectionArea(MouseZone); }
/** @return true if the passed zone is a selection area */
bool InSelectionArea(ECommentWindowZone InZone) const;
/** @return the color to tint the comment body */
FSlateColor GetCommentBodyColor() const;
/** @return the color to tint the title bar */
FSlateColor GetCommentTitleBarColor() const;
/** Function to store anchor point before resizing the node. The node will be anchored to this point when resizing happens*/
void InitNodeAnchorPoint();
/** Function to fetch the corrected node position based on anchor point*/
FVector2D GetCorrectedNodePosition() const;
/** Returns the width to wrap the text of the comment at */
float GetWrapAt() const;
private:
/** The desired size of the comment box, set during a drag */
FVector2D UserSize;
/** The original size of the comment box while resizing */
FVector2D StoredUserSize;
/** Anchor point used to correct node position on resizing the node*/
FVector2D NodeAnchorPoint;
/** The current window zone the mouse is in */
ECommentWindowZone MouseZone;
/** If true the user is actively dragging the comment */
bool bUserIsDragging;
/** The current selection state of the comment */
mutable bool bIsSelected;
/** the title bar, needed to obtain it's height */
TSharedPtr<SBorder> TitleBar;
/** cached comment title */
FString CachedCommentTitle;
/** cached comment title */
int32 CachedWidth;
};