Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_LayeredBoneBlend.cpp
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

111 lines
3.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_LayeredBoneBlend.h"
#include "ToolMenus.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "GraphEditorActions.h"
#include "ScopedTransaction.h"
/////////////////////////////////////////////////////
// UAnimGraphNode_LayeredBoneBlend
#define LOCTEXT_NAMESPACE "A3Nodes"
UAnimGraphNode_LayeredBoneBlend::UAnimGraphNode_LayeredBoneBlend(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
Node.AddPose();
}
FLinearColor UAnimGraphNode_LayeredBoneBlend::GetNodeTitleColor() const
{
return FLinearColor(0.2f, 0.8f, 0.2f);
}
FText UAnimGraphNode_LayeredBoneBlend::GetTooltipText() const
{
return LOCTEXT("AnimGraphNode_LayeredBoneBlend_Tooltip", "Layered blend per bone");
}
FText UAnimGraphNode_LayeredBoneBlend::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("AnimGraphNode_LayeredBoneBlend_Title", "Layered blend per bone");
}
FString UAnimGraphNode_LayeredBoneBlend::GetNodeCategory() const
{
return TEXT("Blends");
}
void UAnimGraphNode_LayeredBoneBlend::AddPinToBlendByFilter()
{
FScopedTransaction Transaction( LOCTEXT("AddPinToBlend", "AddPinToBlendByFilter") );
Modify();
Node.AddPose();
ReconstructNode();
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
}
void UAnimGraphNode_LayeredBoneBlend::RemovePinFromBlendByFilter(UEdGraphPin* Pin)
{
FScopedTransaction Transaction( LOCTEXT("RemovePinFromBlend", "RemovePinFromBlendByFilter") );
Modify();
FProperty* AssociatedProperty;
int32 ArrayIndex;
GetPinAssociatedProperty(GetFNodeType(), Pin, /*out*/ AssociatedProperty, /*out*/ ArrayIndex);
if (ArrayIndex != INDEX_NONE)
{
//@TODO: ANIMREFACTOR: Need to handle moving pins below up correctly
// setting up removed pins info
RemovedPinArrayIndex = ArrayIndex;
Node.RemovePose(ArrayIndex);
ReconstructNode();
FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
}
}
void UAnimGraphNode_LayeredBoneBlend::GetNodeContextMenuActions(UToolMenu* Menu, UGraphNodeContextMenuContext* Context) const
{
if (!Context->bIsDebugging)
{
{
FToolMenuSection& Section = Menu->AddSection("AnimGraphNodeLayeredBoneblend", LOCTEXT("LayeredBoneBlend", "Layered Bone Blend"));
if (Context->Pin != NULL)
{
// we only do this for normal BlendList/BlendList by enum, BlendList by Bool doesn't support add/remove pins
if (Context->Pin->Direction == EGPD_Input)
{
//@TODO: Only offer this option on arrayed pins
Section.AddMenuEntry(FGraphEditorCommands::Get().RemoveBlendListPin);
}
}
else
{
Section.AddMenuEntry(FGraphEditorCommands::Get().AddBlendListPin);
}
}
}
}
void UAnimGraphNode_LayeredBoneBlend::Serialize(FArchive& Ar)
{
Super::Serialize(Ar);
Node.ValidateData();
}
void UAnimGraphNode_LayeredBoneBlend::ValidateAnimNodeDuringCompilation(class USkeleton* ForSkeleton, class FCompilerResultsLog& MessageLog)
{
UAnimGraphNode_Base::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
// ensure to cache the data
if (Node.IsCacheInvalid(ForSkeleton))
{
Node.RebuildCacheData(ForSkeleton);
}
}
#undef LOCTEXT_NAMESPACE