142 lines
5.2 KiB
C++
142 lines
5.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "AnimGraphNode_Base.h"
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#include "Animation/AnimNode_LinkedInputPose.h"
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#include "Engine/MemberReference.h"
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#include "IClassVariableCreator.h"
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#include "AnimGraphNode_LinkedInputPose.generated.h"
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class SEditableTextBox;
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/** Required info for reconstructing a manually specified pin */
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USTRUCT()
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struct FAnimBlueprintFunctionPinInfo
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{
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GENERATED_BODY()
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FAnimBlueprintFunctionPinInfo()
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: Name(NAME_None)
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{
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Type.ResetToDefaults();
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}
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FAnimBlueprintFunctionPinInfo(const FName& InName, const FEdGraphPinType& InType)
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: Name(InName)
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, Type(InType)
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{
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}
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/** The name of this parameter */
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UPROPERTY(EditAnywhere, Category = "Inputs")
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FName Name;
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/** The type of this parameter */
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UPROPERTY(EditAnywhere, Category = "Inputs")
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FEdGraphPinType Type;
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};
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UCLASS()
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class ANIMGRAPH_API UAnimGraphNode_LinkedInputPose : public UAnimGraphNode_Base, public IClassVariableCreator
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, Category = "Inputs")
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FAnimNode_LinkedInputPose Node;
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UPROPERTY(EditAnywhere, Category = "Inputs")
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TArray<FAnimBlueprintFunctionPinInfo> Inputs;
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/** Reference to the stub function we use to build our parameters */
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UPROPERTY()
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FMemberReference FunctionReference;
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/** The index of the input pose, used alongside FunctionReference to build parameters */
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UPROPERTY()
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int32 InputPoseIndex;
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UAnimGraphNode_LinkedInputPose();
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/** UObject interface */
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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/** IClassVariableCreator interface */
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virtual void CreateClassVariablesFromBlueprint(IAnimBlueprintVariableCreationContext& InCreationContext) override;
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/** UEdGraphNode interface */
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virtual FLinearColor GetNodeTitleColor() const override;
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virtual FText GetTooltipText() const override;
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virtual FText GetNodeTitle(ENodeTitleType::Type TitleType) const override;
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virtual FText GetMenuCategory() const override;
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virtual bool CanUserDeleteNode() const override;
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virtual bool CanDuplicateNode() const override;
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virtual void AllocateDefaultPins() override;
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virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
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virtual void PostPlacedNewNode() override;
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virtual bool IsCompatibleWithGraph(UEdGraph const* Graph) const override;
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virtual bool HasExternalDependencies(TArray<UStruct*>* OptionalOutput) const override;
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/** UK2Node interface */
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virtual void ExpandNode(class FKismetCompilerContext& InCompilerContext, UEdGraph* InSourceGraph) override;
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/** UAnimGraphNode_Base interface */
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virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
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virtual void GetOutputLinkAttributes(FNodeAttributeArray& OutAttributes) const override;
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virtual bool ShouldShowAttributesOnPins() const override { return false; }
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virtual void OnCopyTermDefaultsToDefaultObject(IAnimBlueprintCopyTermDefaultsContext& InCompilationContext, IAnimBlueprintNodeCopyTermDefaultsContext& InPerNodeContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
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virtual void GetRequiredExtensions(TArray<TSubclassOf<UAnimBlueprintExtension>>& OutExtensions) const override;
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/** Make a name widget for this linked input pose node */
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TSharedRef<SWidget> MakeNameWidget(IDetailLayoutBuilder& DetailBuilder);
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/** @return whether this node is editable. Non-editable nodes are implemented from function interfaces */
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bool IsEditable() const { return CanUserDeleteNode(); }
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/** @return the number of parameter inputs this node provides. This is either determined via the Inputs array or via the FunctionReference. */
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int32 GetNumInputs() const;
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/** Promotes the node from being a part of an interface override to a full function that allows for parameter and result pin additions */
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void PromoteFromInterfaceOverride();
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/** Conform input pose name according to function */
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void ConformInputPoseName();
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/** Validate pose index against the function reference (used to determine whether we should exist or not) */
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bool ValidateAgainstFunctionReference() const;
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/** Helper function for iterating stub function parameters */
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void IterateFunctionParameters(TFunctionRef<void(const FName&, const FEdGraphPinType&)> InFunc) const;
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private:
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friend class FAnimGraphDetails;
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friend class UAnimationGraph;
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// Helper function for common code in AllocateDefaultPins and ReallocatePinsDuringReconstruction
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void AllocatePinsInternal();
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/** Create pins from the user-defined Inputs array */
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void CreateUserDefinedPins();
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/** Create pins from the stub function FunctionReference */
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void CreatePinsFromStubFunction(const UFunction* Function);
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friend class UAnimBlueprintExtension_LinkedInputPose;
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// Called pre-compilation to evaluate is this input pose is used
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void AnalyzeLinks(TArrayView<UAnimGraphNode_Base*> InAnimNodes);
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/** Reconstruct any layer nodes in this BP post-edit */
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static void ReconstructLayerNodes(UBlueprint* InBlueprint);
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private:
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/** UI helper functions */
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void HandleInputPoseArrayChanged();
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void HandleInputPinArrayChanged();
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};
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UE_DEPRECATED(4.24, "UAnimGraphNode_SubInput has been renamed to UAnimGraphNode_LinkedInputPose")
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typedef UAnimGraphNode_LinkedInputPose UAnimGraphNode_SubInput; |