EM_Task/UnrealEd/Private/MaterialGraphNode_Root.cpp
Boshuang Zhao 5144a49c9b add
2026-02-13 16:18:33 +08:00

86 lines
2.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
MaterialGraphNode_Root.cpp
=============================================================================*/
#include "MaterialGraph/MaterialGraphNode_Root.h"
#include "MaterialShared.h"
#include "MaterialGraph/MaterialGraph.h"
#include "MaterialGraph/MaterialGraphSchema.h"
#include "MaterialEditorUtilities.h"
#include "GraphEditorSettings.h"
#define LOCTEXT_NAMESPACE "MaterialGraphNode_Root"
/////////////////////////////////////////////////////
// UMaterialGraphNode_Root
UMaterialGraphNode_Root::UMaterialGraphNode_Root(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
FText UMaterialGraphNode_Root::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
return FMaterialEditorUtilities::GetOriginalObjectName(this->GetGraph());
}
FLinearColor UMaterialGraphNode_Root::GetNodeTitleColor() const
{
return GetDefault<UGraphEditorSettings>()->ResultNodeTitleColor;
}
FText UMaterialGraphNode_Root::GetTooltipText() const
{
return LOCTEXT("MaterialNode", "Result node of the Material");
}
void UMaterialGraphNode_Root::PostPlacedNewNode()
{
if (Material)
{
NodePosX = Material->EditorX;
NodePosY = Material->EditorY;
}
}
void UMaterialGraphNode_Root::CreateInputPins()
{
UMaterialGraph* MaterialGraph = CastChecked<UMaterialGraph>(GetGraph());
for (const FMaterialInputInfo& MaterialInput: MaterialGraph->MaterialInputs)
{
UEdGraphPin* InputPin = CreatePin(EGPD_Input, UMaterialGraphSchema::PC_MaterialInput, *FString::Printf(TEXT("%d"), (int32)MaterialInput.GetProperty()), *MaterialInput.GetName().ToString());
}
}
int32 UMaterialGraphNode_Root::GetInputIndex(const UEdGraphPin* InputPin) const
{
for (int32 Index = 0; Index < Pins.Num(); ++Index)
{
if (InputPin == Pins[Index])
{
return Index;
}
}
return -1;
}
uint32 UMaterialGraphNode_Root::GetInputType(const UEdGraphPin* InputPin) const
{
UMaterialGraph* MaterialGraph = CastChecked<UMaterialGraph>(GetGraph());
EMaterialProperty Property = MaterialGraph->MaterialInputs[GetInputIndex(InputPin)].GetProperty();
if (Property == MP_MaterialAttributes)
{
return MCT_MaterialAttributes;
}
else
{
return FMaterialAttributeDefinitionMap::GetValueType(Property);
}
}
#undef LOCTEXT_NAMESPACE