Files
UnrealEngine/Engine/Source/Editor/AnimationBlueprintEditor/Private/AnimationNodes/SGraphNodeLayeredBoneBlend.cpp
2025-05-18 13:04:45 +08:00

57 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimationNodes/SGraphNodeLayeredBoneBlend.h"
#include "AnimGraphNode_LayeredBoneBlend.h"
#include "GenericPlatform/ICursor.h"
#include "GraphEditorSettings.h"
#include "Internationalization/Internationalization.h"
#include "Layout/Margin.h"
#include "Misc/Optional.h"
#include "SlotBase.h"
#include "Types/SlateEnums.h"
#include "Widgets/SBoxPanel.h"
class SWidget;
/////////////////////////////////////////////////////
// SGraphNodeLayeredBoneBlend
void SGraphNodeLayeredBoneBlend::Construct(const FArguments& InArgs, UAnimGraphNode_LayeredBoneBlend* InNode)
{
this->GraphNode = Node = InNode;
this->SetCursor(EMouseCursor::CardinalCross);
this->UpdateGraphNode();
SAnimationGraphNode::Construct(SAnimationGraphNode::FArguments(), InNode);
}
void SGraphNodeLayeredBoneBlend::CreateInputSideAddButton(TSharedPtr<SVerticalBox> InputBox)
{
TSharedRef<SWidget> AddPinButton = AddPinButtonContent(
NSLOCTEXT("LayeredBoneBlendNode", "LayeredBoneBlendNodeAddPinButton", "Add pin"),
NSLOCTEXT("LayeredBoneBlendNode", "LayeredBoneBlendNodeAddPinButton_Tooltip", "Adds a input pose to the node"),
false);
FMargin AddPinPadding = Settings->GetInputPinPadding();
AddPinPadding.Top += 6.0f;
InputBox->AddSlot()
.AutoHeight()
.VAlign(VAlign_Center)
.Padding(AddPinPadding)
[
AddPinButton
];
}
FReply SGraphNodeLayeredBoneBlend::OnAddPin()
{
Node->AddPinToBlendByFilter();
return FReply::Handled();
}