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

65 lines
1.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SGraphNodeSoundBase.h"
#include "GenericPlatform/ICursor.h"
#include "GraphEditorSettings.h"
#include "Internationalization/Internationalization.h"
#include "Layout/Margin.h"
#include "Misc/Optional.h"
#include "SlotBase.h"
#include "SoundCueGraph/SoundCueGraphNode.h"
#include "Types/SlateEnums.h"
#include "Widgets/SBoxPanel.h"
class SWidget;
void SGraphNodeSoundBase::Construct(const FArguments& InArgs, class USoundCueGraphNode* InNode)
{
this->GraphNode = InNode;
this->SoundNode = InNode;
this->SetCursor(EMouseCursor::CardinalCross);
this->UpdateGraphNode();
}
void SGraphNodeSoundBase::CreateOutputSideAddButton(TSharedPtr<SVerticalBox> OutputBox)
{
TSharedRef<SWidget> AddPinButton = AddPinButtonContent(
NSLOCTEXT("SoundNode", "SoundNodeAddPinButton", "Add input"),
NSLOCTEXT("SoundNode", "SoundNodeAddPinButton_Tooltip", "Adds an input to the sound node")
);
FMargin AddPinPadding = Settings->GetOutputPinPadding();
AddPinPadding.Top += 6.0f;
OutputBox->AddSlot()
.AutoHeight()
.VAlign(VAlign_Center)
.Padding(AddPinPadding)
[
AddPinButton
];
}
EVisibility SGraphNodeSoundBase::IsAddPinButtonVisible() const
{
EVisibility ButtonVisibility = SGraphNode::IsAddPinButtonVisible();
if (ButtonVisibility == EVisibility::Visible)
{
if (!SoundNode->CanAddInputPin())
{
ButtonVisibility = EVisibility::Collapsed;
}
}
return ButtonVisibility;
}
FReply SGraphNodeSoundBase::OnAddPin()
{
SoundNode->AddInputPin();
return FReply::Handled();
}