Files
UnrealEngineUWP/Engine/Source/Editor/AudioEditor/Private/SoundCueGraphNode_Root.cpp
Ryan Vance 7c51ff94af Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
CL 1 of 8
#rb integration

[CL 4748712 by Ryan Vance in Dev-VR branch]
2019-01-17 18:54:05 -05:00

58 lines
1.5 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
SoundCueGraphNode_Root.cpp
=============================================================================*/
#include "SoundCueGraph/SoundCueGraphNode_Root.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#include "GraphEditorSettings.h"
#include "SoundCueGraphEditorCommands.h"
#define LOCTEXT_NAMESPACE "SoundCueGraphNode_Root"
/////////////////////////////////////////////////////
// USoundCueGraphNode_Root
USoundCueGraphNode_Root::USoundCueGraphNode_Root(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FLinearColor USoundCueGraphNode_Root::GetNodeTitleColor() const
{
return GetDefault<UGraphEditorSettings>()->ResultNodeTitleColor;
}
FText USoundCueGraphNode_Root::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("RootTitle", "Output");
}
FText USoundCueGraphNode_Root::GetTooltipText() const
{
return LOCTEXT("RootToolTip", "Wire the final Sound Node into this node");
}
void USoundCueGraphNode_Root::CreateInputPins()
{
CreatePin(EGPD_Input, TEXT("SoundNode"), TEXT("Root"), NAME_None);
}
void USoundCueGraphNode_Root::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const
{
if (Context.Pin)
{
}
else if (Context.Node)
{
Context.MenuBuilder->BeginSection("SoundCueGraphNodePlay");
{
Context.MenuBuilder->AddMenuEntry(FSoundCueGraphEditorCommands::Get().PlayNode);
}
Context.MenuBuilder->EndSection();
}
}
#undef LOCTEXT_NAMESPACE