Files
UnrealEngine/Engine/Source/Editor/AnimGraph/Public/AnimationStateMachineSchema.h
2025-05-18 13:04:45 +08:00

97 lines
4.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "AssetRegistry/AssetData.h"
#include "EdGraph/EdGraphSchema.h"
#include "AnimationStateMachineSchema.generated.h"
class FMenuBuilder;
class UEdGraph;
/** Action to add a node to the graph */
USTRUCT()
struct ANIMGRAPH_API FEdGraphSchemaAction_NewStateNode : public FEdGraphSchemaAction
{
GENERATED_USTRUCT_BODY()
TObjectPtr<UEdGraphNode> NodeTemplate;
FEdGraphSchemaAction_NewStateNode()
: FEdGraphSchemaAction()
, NodeTemplate(nullptr)
{}
FEdGraphSchemaAction_NewStateNode(FText InNodeCategory, FText InMenuDesc, FText InToolTip, const int32 InGrouping)
: FEdGraphSchemaAction(MoveTemp(InNodeCategory), MoveTemp(InMenuDesc), MoveTemp(InToolTip), InGrouping)
, NodeTemplate(nullptr)
{}
virtual UEdGraphNode* PerformAction(class UEdGraph* ParentGraph, UEdGraphPin* FromPin, const FVector2f& Location, bool bSelectNewNode = true) override;
virtual void AddReferencedObjects( FReferenceCollector& Collector ) override;
template <typename NodeType>
static NodeType* SpawnNodeFromTemplate(class UEdGraph* ParentGraph, NodeType* InTemplateNode, const UE::Slate::FDeprecateVector2DParameter Location = FVector2f(0.0f, 0.0f), bool bSelectNewNode = true)
{
FEdGraphSchemaAction_NewStateNode Action;
Action.NodeTemplate = InTemplateNode;
return Cast<NodeType>(Action.PerformAction(ParentGraph, NULL, Location, bSelectNewNode));
}
};
/** Action to create new comment */
USTRUCT()
struct ANIMGRAPH_API FEdGraphSchemaAction_NewStateComment : public FEdGraphSchemaAction
{
GENERATED_USTRUCT_BODY();
FEdGraphSchemaAction_NewStateComment()
: FEdGraphSchemaAction()
{}
FEdGraphSchemaAction_NewStateComment(FText InNodeCategory, FText InMenuDesc, FText InToolTip, const int32 InGrouping)
: FEdGraphSchemaAction(MoveTemp(InNodeCategory), MoveTemp(InMenuDesc), MoveTemp(InToolTip), InGrouping)
{}
//~ Begin FEdGraphSchemaAction Interface
virtual UEdGraphNode* PerformAction(class UEdGraph* ParentGraph, UEdGraphPin* FromPin, const FVector2f& Location, bool bSelectNewNode = true) override;
//~ End FEdGraphSchemaAction Interface
};
UCLASS(MinimalAPI)
class UAnimationStateMachineSchema : public UEdGraphSchema
{
GENERATED_UCLASS_BODY()
ANIMGRAPH_API static const FName PC_Exec;
//~ Begin UEdGraphSchema Interface
virtual void CreateDefaultNodesForGraph(UEdGraph& Graph) const override;
virtual const FPinConnectionResponse CanCreateConnection(const UEdGraphPin* A, const UEdGraphPin* B) const override;
virtual bool TryCreateConnection(UEdGraphPin* A, UEdGraphPin* B) const override;
virtual bool CreateAutomaticConversionNodeAndConnections(UEdGraphPin* PinA, UEdGraphPin* PinB) const override;
virtual bool TryRelinkConnectionTarget(UEdGraphPin* SourcePin, UEdGraphPin* OldTargetPin, UEdGraphPin* NewTargetPin, const TArray<UEdGraphNode*>& InSelectedGraphNodes) const override;
virtual bool IsConnectionRelinkingAllowed(UEdGraphPin* InPin) const override;
virtual const FPinConnectionResponse CanRelinkConnectionToPin(const UEdGraphPin* OldSourcePin, const UEdGraphPin* TargetPinCandidate) const override;
virtual void GetGraphContextActions(FGraphContextMenuBuilder& ContextMenuBuilder) const override;
virtual EGraphType GetGraphType(const UEdGraph* TestEdGraph) const override;
virtual void GetContextMenuActions(class UToolMenu* Menu, class UGraphNodeContextMenuContext* Context) const override;
virtual FLinearColor GetPinTypeColor(const FEdGraphPinType& PinType) const override;
virtual void GetGraphDisplayInformation(const UEdGraph& Graph, /*out*/ FGraphDisplayInfo& DisplayInfo) const override;
virtual void DroppedAssetsOnGraph(const TArray<FAssetData>& Assets, const FVector2f& GraphPosition, UEdGraph* Graph) const override;
virtual void DroppedAssetsOnNode(const TArray<FAssetData>& Assets, const FVector2f& GraphPosition, UEdGraphNode* Node) const override;
virtual void DroppedAssetsOnPin(const TArray<FAssetData>& Assets, const FVector2f& GraphPosition, UEdGraphPin* Pin) const override;
virtual void GetAssetsNodeHoverMessage(const TArray<FAssetData>& Assets, const UEdGraphNode* HoverNode, FString& OutTooltipText, bool& OutOkIcon) const override;
virtual void GetAssetsPinHoverMessage(const TArray<FAssetData>& Assets, const UEdGraphPin* HoverPin, FString& OutTooltipText, bool& OutOkIcon) const override;
virtual void BreakNodeLinks(UEdGraphNode& TargetNode) const override;
virtual void BreakPinLinks(UEdGraphPin& TargetPin, bool bSendsNodeNotification) const override;
virtual void BreakSinglePinLink(UEdGraphPin* SourcePin, UEdGraphPin* TargetPin) const override;
//~ End UEdGraphSchema Interface
};