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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]
96 lines
4.0 KiB
C++
96 lines
4.0 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "EdGraphSchema_EnvironmentQuery.generated.h"
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/** Action to add a node to the graph */
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USTRUCT()
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struct FEnvironmentQuerySchemaAction_NewNode : public FEdGraphSchemaAction
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{
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GENERATED_USTRUCT_BODY();
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/** Template of node we want to create */
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UPROPERTY()
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class UEnvironmentQueryGraphNode* NodeTemplate;
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FEnvironmentQuerySchemaAction_NewNode()
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: FEdGraphSchemaAction()
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, NodeTemplate(NULL)
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{}
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FEnvironmentQuerySchemaAction_NewNode(const FString& InNodeCategory, const FText& InMenuDesc, const FString& InToolTip, const int32 InGrouping)
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: FEdGraphSchemaAction(InNodeCategory, InMenuDesc, InToolTip, InGrouping)
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, NodeTemplate(NULL)
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{}
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// FEdGraphSchemaAction interface
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virtual UEdGraphNode* PerformAction(class UEdGraph* ParentGraph, UEdGraphPin* FromPin, const FVector2D Location, bool bSelectNewNode = true) OVERRIDE;
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virtual UEdGraphNode* PerformAction(class UEdGraph* ParentGraph, TArray<UEdGraphPin*>& FromPins, const FVector2D Location, bool bSelectNewNode = true) OVERRIDE;
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virtual void AddReferencedObjects( FReferenceCollector& Collector ) OVERRIDE;
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// End of FEdGraphSchemaAction interface
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template <typename NodeType>
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static NodeType* SpawnNodeFromTemplate(class UEdGraph* ParentGraph, NodeType* InTemplateNode, const FVector2D Location)
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{
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FEnvironmentQuerySchemaAction_NewNode Action;
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Action.NodeTemplate = InTemplateNode;
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return Cast<NodeType>(Action.PerformAction(ParentGraph, NULL, Location));
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}
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};
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/** Action to add a subnode to the selected node */
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USTRUCT()
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struct FEnvironmentQuerySchemaAction_NewSubNode : public FEdGraphSchemaAction
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{
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GENERATED_USTRUCT_BODY();
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/** Template of node we want to create */
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UPROPERTY()
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class UEnvironmentQueryGraphNode_Test* NodeTemplate;
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/** parent node */
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UPROPERTY()
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class UEnvironmentQueryGraphNode_Option* ParentNode;
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FEnvironmentQuerySchemaAction_NewSubNode()
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: FEdGraphSchemaAction()
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, NodeTemplate(NULL)
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{}
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FEnvironmentQuerySchemaAction_NewSubNode(const FString& InNodeCategory, const FText& InMenuDesc, const FString& InToolTip, const int32 InGrouping)
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: FEdGraphSchemaAction(InNodeCategory, InMenuDesc, InToolTip, InGrouping)
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, NodeTemplate(NULL)
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{}
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// FEdGraphSchemaAction interface
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virtual UEdGraphNode* PerformAction(class UEdGraph* ParentGraph, UEdGraphPin* FromPin, const FVector2D Location, bool bSelectNewNode = true) OVERRIDE;
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virtual UEdGraphNode* PerformAction(class UEdGraph* ParentGraph, TArray<UEdGraphPin*>& FromPins, const FVector2D Location, bool bSelectNewNode = true) OVERRIDE;
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virtual void AddReferencedObjects( FReferenceCollector& Collector ) OVERRIDE;
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// End of FEdGraphSchemaAction interface
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};
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UCLASS(MinimalAPI)
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class UEdGraphSchema_EnvironmentQuery : public UEdGraphSchema
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{
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GENERATED_UCLASS_BODY()
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void GetBreakLinkToSubMenuActions(class FMenuBuilder& MenuBuilder, class UEdGraphPin* InGraphPin);
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// Begin EdGraphSchema interface
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virtual void CreateDefaultNodesForGraph(UEdGraph& Graph) const OVERRIDE;
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virtual void GetGraphContextActions(FGraphContextMenuBuilder& ContextMenuBuilder) const OVERRIDE;
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virtual void GetContextMenuActions(const UEdGraph* CurrentGraph, const UEdGraphNode* InGraphNode, const UEdGraphPin* InGraphPin, class FMenuBuilder* MenuBuilder, bool bIsDebugging) const OVERRIDE;
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virtual const FPinConnectionResponse CanCreateConnection(const UEdGraphPin* A, const UEdGraphPin* B) const OVERRIDE;
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virtual const FPinConnectionResponse CanMergeNodes(const UEdGraphNode* A, const UEdGraphNode* B) const OVERRIDE;
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virtual FLinearColor GetPinTypeColor(const FEdGraphPinType& PinType) const OVERRIDE;
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virtual bool ShouldHidePinDefaultValue(UEdGraphPin* Pin) const OVERRIDE;
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virtual class FConnectionDrawingPolicy* CreateConnectionDrawingPolicy(int32 InBackLayerID, int32 InFrontLayerID, float InZoomFactor, const FSlateRect& InClippingRect, class FSlateWindowElementList& InDrawElements, class UEdGraph* InGraphObj) const OVERRIDE;
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// End EdGraphSchema interface
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void GetGraphNodeContextActions(FGraphContextMenuBuilder& ContextMenuBuilder) const;
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};
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