Files
UnrealEngineUWP/Engine/Source/Editor/DetailCustomizations/Private/AnimStateNodeDetails.cpp
Ben Marsh 149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00

59 lines
1.8 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "DetailCustomizationsPrivatePCH.h"
#include "AnimStateNodeDetails.h"
#define LOCTEXT_NAMESPACE "FAnimStateNodeDetails"
/////////////////////////////////////////////////////////////////////////
TSharedRef<IDetailCustomization> FAnimStateNodeDetails::MakeInstance()
{
return MakeShareable( new FAnimStateNodeDetails );
}
void FAnimStateNodeDetails::CustomizeDetails( IDetailLayoutBuilder& DetailBuilder )
{
IDetailCategoryBuilder& SegmentCategory = DetailBuilder.EditCategory("Animation State", LOCTEXT("AnimationStateCategoryTitle", "Animation State") );
{
SegmentCategory.AddCustomRow( LOCTEXT("EnteredAnimationStateEventLabel", "Entered State Event") )
[
SNew( STextBlock )
.Text( LOCTEXT("EnteredAnimationStateEventLabel", "Entered State Event") )
.Font( IDetailLayoutBuilder::GetDetailFontBold() )
];
CreateTransitionEventPropertyWidgets(SegmentCategory, TEXT("StateEntered"));
}
{
SegmentCategory.AddCustomRow( LOCTEXT("ExitedAnimationStateEventLabel", "Left State Event") )
[
SNew( STextBlock )
.Text( LOCTEXT("ExitedAnimationStateEventLabel", "Left State Event") )
.Font( IDetailLayoutBuilder::GetDetailFontBold() )
];
CreateTransitionEventPropertyWidgets(SegmentCategory, TEXT("StateLeft"));
}
{
SegmentCategory.AddCustomRow( LOCTEXT("FullyBlendedAnimationStateEventLabel", "Fully Blended State Event") )
[
SNew( STextBlock )
.Text( LOCTEXT("FullyBlendedAnimationStateEventLabel", "Fully Blended State Event") )
.Font( IDetailLayoutBuilder::GetDetailFontBold() )
];
CreateTransitionEventPropertyWidgets(SegmentCategory, TEXT("StateFullyBlended"));
}
DetailBuilder.HideProperty("StateEntered");
DetailBuilder.HideProperty("StateLeft");
DetailBuilder.HideProperty("StateFullyBlended");
}
#undef LOCTEXT_NAMESPACE