126 lines
4.5 KiB
C++
126 lines
4.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphNode_SaveCachedPose.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#include "BlueprintNodeSpawner.h"
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#include "BlueprintActionDatabaseRegistrar.h"
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#include "AnimBlueprintExtension_CachedPose.h"
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/////////////////////////////////////////////////////
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// FCachedPoseNameValidator
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class FCachedPoseNameValidator : public FStringSetNameValidator
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{
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public:
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FCachedPoseNameValidator(class UBlueprint* InBlueprint, const FString& InExistingName)
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: FStringSetNameValidator(InExistingName)
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{
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TArray<UAnimGraphNode_SaveCachedPose*> Nodes;
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FBlueprintEditorUtils::GetAllNodesOfClass<UAnimGraphNode_SaveCachedPose>(InBlueprint, Nodes);
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for (auto Node : Nodes)
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{
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Names.Add(Node->CacheName);
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}
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}
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};
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/////////////////////////////////////////////////////
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// UAnimGraphNode_ComponentToLocalSpace
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#define LOCTEXT_NAMESPACE "A3Nodes"
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UAnimGraphNode_SaveCachedPose::UAnimGraphNode_SaveCachedPose(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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bCanRenameNode = true;
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}
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FText UAnimGraphNode_SaveCachedPose::GetTooltipText() const
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{
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return LOCTEXT("SaveCachedPose_Tooltip", "Denotes an animation tree that can be referenced elsewhere in the blueprint, which will be evaluated at most once per frame and then cached.");
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}
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FText UAnimGraphNode_SaveCachedPose::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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if (TitleType == ENodeTitleType::EditableTitle)
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{
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return FText::FromString(CacheName);
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}
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else if ((TitleType == ENodeTitleType::MenuTitle) && CacheName.IsEmpty())
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{
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return LOCTEXT("NewSaveCachedPose", "New Save cached pose...");
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}
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else if (CachedNodeTitle.IsOutOfDate(this))
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("NodeTitle"), FText::FromString(CacheName));
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CachedNodeTitle.SetCachedText(FText::Format(LOCTEXT("AnimGraphNode_SaveCachedPose_Title", "Save cached pose '{NodeTitle}'"), Args), this);
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}
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return CachedNodeTitle;
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}
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FString UAnimGraphNode_SaveCachedPose::GetNodeCategory() const
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{
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return TEXT("Animation|Cached Poses");
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}
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void UAnimGraphNode_SaveCachedPose::GetMenuActions(FBlueprintActionDatabaseRegistrar& ActionRegistrar) const
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{
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auto PostSpawnSetupLambda = [](UEdGraphNode* NewNode, bool bIsTemplateNode)
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{
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UAnimGraphNode_SaveCachedPose* CachedPoseNode = CastChecked<UAnimGraphNode_SaveCachedPose>(NewNode);
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// we use an empty CacheName in GetNodeTitle() to relay the proper menu title
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if (!bIsTemplateNode)
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{
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// @TODO: is the idea that this name is unique? what if Rand() hit twice? why not MakeUniqueObjectName()?
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CachedPoseNode->CacheName = TEXT("SavedPose") + FString::FromInt(FMath::Rand());
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}
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};
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// actions get registered under specific object-keys; the idea is that
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// actions might have to be updated (or deleted) if their object-key is
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// mutated (or removed)... here we use the node's class (so if the node
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// type disappears, then the action should go with it)
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UClass* ActionKey = GetClass();
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// to keep from needlessly instantiating a UBlueprintNodeSpawner, first
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// check to make sure that the registrar is looking for actions of this type
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// (could be regenerating actions for a specific asset, and therefore the
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// registrar would only accept actions corresponding to that asset)
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if (ActionRegistrar.IsOpenForRegistration(ActionKey))
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{
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UBlueprintNodeSpawner* NodeSpawner = UBlueprintNodeSpawner::Create(GetClass());
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NodeSpawner->CustomizeNodeDelegate = UBlueprintNodeSpawner::FCustomizeNodeDelegate::CreateStatic(PostSpawnSetupLambda);
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ActionRegistrar.AddBlueprintAction(ActionKey, NodeSpawner);
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}
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}
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bool UAnimGraphNode_SaveCachedPose::IsCompatibleWithGraph(const UEdGraph* TargetGraph) const
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{
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//EGraphType GraphType = TargetGraph->GetSchema()->GetGraphType(TargetGraph);
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//bool const bIsNotStateMachine = (GraphType != GT_StateMachine);
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bool const bIsNotStateMachine = TargetGraph->GetOuter()->IsA(UAnimBlueprint::StaticClass());
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return bIsNotStateMachine && Super::IsCompatibleWithGraph(TargetGraph);
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}
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void UAnimGraphNode_SaveCachedPose::OnRenameNode(const FString& NewName)
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{
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CacheName = NewName;
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FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified(GetBlueprint());
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}
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TSharedPtr<class INameValidatorInterface> UAnimGraphNode_SaveCachedPose::MakeNameValidator() const
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{
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return MakeShareable(new FCachedPoseNameValidator(GetBlueprint(), CacheName));
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}
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void UAnimGraphNode_SaveCachedPose::GetRequiredExtensions(TArray<TSubclassOf<UAnimBlueprintExtension>>& OutExtensions) const
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{
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OutExtensions.Add(UAnimBlueprintExtension_CachedPose::StaticClass());
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}
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#undef LOCTEXT_NAMESPACE
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