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

99 lines
3.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "CoreMinimal.h"
#include "Engine/PoseWatch.h"
#include "HAL/Platform.h"
#include "Input/Reply.h"
#include "KismetNodes/SGraphNodeK2Base.h"
#include "Math/Vector2D.h"
#include "Misc/Attribute.h"
#include "SNodePanel.h"
#include "Styling/SlateColor.h"
#include "Templates/SharedPointer.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
class IDetailTreeNode;
class IPropertyRowGenerator;
class SGraphNode;
class SGraphPin;
class SNodeTitle;
class SPoseWatchOverlay;
class SVerticalBox;
class SWidget;
class UAnimBlueprint;
class UAnimGraphNode_Base;
class UEdGraphNode;
class UEdGraphPin;
struct FGeometry;
struct FGraphInformationPopupInfo;
struct FNodeInfoContext;
struct FOverlayWidgetInfo;
template <typename FuncType> class TFunctionRef;
class ANIMATIONBLUEPRINTEDITOR_API SAnimationGraphNode : public SGraphNodeK2Base
{
public:
SLATE_BEGIN_ARGS(SAnimationGraphNode) {}
SLATE_END_ARGS()
// Reverse index of the error reporting bar slot
static const int32 ErrorReportingSlotReverseIndex = 0;
// Reverse index of the tag/functions slot
static const int32 TagAndFunctionsSlotReverseIndex = 1;
void Construct(const FArguments& InArgs, UAnimGraphNode_Base* InNode);
// Tweak any created pin widgets so they respond to bindings
static void ReconfigurePinWidgetsForPropertyBindings(UAnimGraphNode_Base* InAnimGraphNode, TSharedRef<SGraphNode> InGraphNodeWidget, TFunctionRef<TSharedPtr<SGraphPin>(UEdGraphPin*)> InFindWidgetForPin);
// Create below-widget controls for editing anim node functions
static TSharedRef<SWidget> CreateNodeFunctionsWidget(UAnimGraphNode_Base* InAnimNode, TAttribute<bool> InUseLowDetail);
// Create below-widget controls for editing anim node tags
static TSharedRef<SWidget> CreateNodeTagWidget(UAnimGraphNode_Base* InAnimNode, TAttribute<bool> InUseLowDetail);
protected:
// SWidget interface
virtual void Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) override;
// End of SWidget interface
// SGraphNode interface
virtual TArray<FOverlayWidgetInfo> GetOverlayWidgets(bool bSelected, const FVector2f& WidgetSize) const override;
virtual TSharedRef<SWidget> CreateTitleWidget(TSharedPtr<SNodeTitle> InNodeTitle) override;
virtual void GetNodeInfoPopups(FNodeInfoContext* Context, TArray<FGraphInformationPopupInfo>& Popups) const override;
virtual void CreateBelowPinControls(TSharedPtr<SVerticalBox> MainBox) override;
virtual TSharedRef<SWidget> CreateNodeContentArea() override;
virtual bool IsHidingPinWidgets() const override { return UseLowDetailNodeContent(); }
// End of SGraphNode interface
private:
// Handle the node informing us that the title has changed
void HandleNodeTitleChanged();
// LOD related functions for content area
bool UseLowDetailNodeContent() const;
FVector2D GetLowDetailDesiredSize() const;
// Handler for pose watches changing
void HandlePoseWatchesChanged(UAnimBlueprint* InAnimBlueprint, UEdGraphNode* InNode);
/** Keep a reference to the indicator widget handing around */
TSharedPtr<SWidget> IndicatorWidget;
/** Keep a reference to the pose view indicator widget handing around */
TSharedPtr<SPoseWatchOverlay> PoseViewWidget;
/** Cache the node title so we can invalidate it */
TSharedPtr<SNodeTitle> NodeTitle;
/** Cached size from when we last drew at high detail */
FVector2D LastHighDetailSize;
/** Cached content area widget (used to derive LastHighDetailSize) */
TSharedPtr<SWidget> CachedContentArea;
};