Files
UnrealEngineUWP/Engine/Source/Editor/GraphEditor/Private/MaterialPins/SGraphPinMaterialInput.cpp
bryan sefcik 0837230669 Ran IWYU again on half of the Engine/Source/Editor/... source files.
#jira

[CL 21716414 by bryan sefcik in ue5-main branch]
2022-08-30 23:03:03 -04:00

33 lines
927 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MaterialPins/SGraphPinMaterialInput.h"
#include "EdGraph/EdGraphNode.h"
#include "EdGraph/EdGraphPin.h"
#include "MaterialGraph/MaterialGraph.h"
#include "MaterialGraph/MaterialGraphSchema.h"
#include "Misc/AssertionMacros.h"
#include "Templates/Casts.h"
void SGraphPinMaterialInput::Construct(const FArguments& InArgs, UEdGraphPin* InGraphPinObj)
{
SGraphPin::Construct(SGraphPin::FArguments().UsePinColorForText(true), InGraphPinObj);
}
FSlateColor SGraphPinMaterialInput::GetPinColor() const
{
check(GraphPinObj);
UMaterialGraph* MaterialGraph = CastChecked<UMaterialGraph>(GraphPinObj->GetOwningNode()->GetGraph());
const UMaterialGraphSchema* Schema = CastChecked<UMaterialGraphSchema>(MaterialGraph->GetSchema());
if (MaterialGraph->IsInputActive(GraphPinObj))
{
return Schema->ActivePinColor;
}
else
{
return Schema->InactivePinColor;
}
}