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

63 lines
1.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
SoundCueGraphNode_Root.cpp
=============================================================================*/
#include "SoundCueGraph/SoundCueGraphNode_Root.h"
#include "GraphEditorSettings.h"
#include "HAL/Platform.h"
#include "Internationalization/Internationalization.h"
#include "SoundCueGraphEditorCommands.h"
#include "ToolMenu.h"
#include "ToolMenuSection.h"
#include "UObject/ObjectPtr.h"
#include "UObject/UnrealNames.h"
#define LOCTEXT_NAMESPACE "SoundCueGraphNode_Root"
/////////////////////////////////////////////////////
// USoundCueGraphNode_Root
USoundCueGraphNode_Root::USoundCueGraphNode_Root(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FLinearColor USoundCueGraphNode_Root::GetNodeTitleColor() const
{
return GetDefault<UGraphEditorSettings>()->ResultNodeTitleColor;
}
FText USoundCueGraphNode_Root::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return LOCTEXT("RootTitle", "Output");
}
FText USoundCueGraphNode_Root::GetTooltipText() const
{
return LOCTEXT("RootToolTip", "Wire the final Sound Node into this node");
}
void USoundCueGraphNode_Root::CreateInputPins()
{
CreatePin(EGPD_Input, TEXT("SoundNode"), TEXT("Root"), NAME_None);
}
void USoundCueGraphNode_Root::GetNodeContextMenuActions(UToolMenu* Menu, UGraphNodeContextMenuContext* Context) const
{
if (Context->Pin)
{
}
else if (Context->Node)
{
{
FToolMenuSection& Section = Menu->AddSection("SoundCueGraphNodePlay");
Section.AddMenuEntry(FSoundCueGraphEditorCommands::Get().PlayNode);
}
}
}
#undef LOCTEXT_NAMESPACE