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UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Public/StateTreeViewModel.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "UObject/WeakObjectPtr.h"
#include "EditorUndoClient.h"
#include "StateTreeViewModel.generated.h"
class FMenuBuilder;
class UStateTree;
class UStateTreeEditorData;
class UStateTreeState;
enum class ECheckBoxState : uint8;
enum class EStateTreeBreakpointType : uint8;
struct FPropertyChangedEvent;
struct FStateTreeDebugger;
struct FStateTreeDebuggerBreakpoint;
struct FStateTreeEditorBreakpoint;
struct FStateTreePropertyPathBinding;
enum class FStateTreeViewModelInsert : uint8
{
Before,
After,
Into,
};
/**
* ModelView for editing StateTreeEditorData.
*/
class STATETREEEDITORMODULE_API FStateTreeViewModel : public FEditorUndoClient, public TSharedFromThis<FStateTreeViewModel>
{
public:
DECLARE_MULTICAST_DELEGATE(FOnAssetChanged);
DECLARE_MULTICAST_DELEGATE_TwoParams(FOnStatesChanged, const TSet<UStateTreeState*>& /*AffectedStates*/, const FPropertyChangedEvent& /*PropertyChangedEvent*/);
DECLARE_MULTICAST_DELEGATE_TwoParams(FOnStateAdded, UStateTreeState* /*ParentState*/, UStateTreeState* /*NewState*/);
DECLARE_MULTICAST_DELEGATE_OneParam(FOnStatesRemoved, const TSet<UStateTreeState*>& /*AffectedParents*/);
DECLARE_MULTICAST_DELEGATE_TwoParams(FOnStatesMoved, const TSet<UStateTreeState*>& /*AffectedParents*/, const TSet<UStateTreeState*>& /*MovedStates*/);
DECLARE_MULTICAST_DELEGATE_OneParam(FOnSelectionChanged, const TArray<TWeakObjectPtr<UStateTreeState>>& /*SelectedStates*/);
DECLARE_MULTICAST_DELEGATE_TwoParams(FOnBringNodeToFocus, const UStateTreeState* /*State*/, const FGuid /*TaskID*/);
FStateTreeViewModel();
virtual ~FStateTreeViewModel() override;
void Init(UStateTreeEditorData* InTreeData);
//~ FEditorUndoClient
virtual void PostUndo(bool bSuccess) override;
virtual void PostRedo(bool bSuccess) override;
// Selection handling.
void ClearSelection();
void SetSelection(UStateTreeState* Selected);
void SetSelection(const TArray<TWeakObjectPtr<UStateTreeState>>& InSelection);
bool IsSelected(const UStateTreeState* State) const;
bool IsChildOfSelection(const UStateTreeState* State) const;
void GetSelectedStates(TArray<UStateTreeState*>& OutSelectedStates) const;
void GetSelectedStates(TArray<TWeakObjectPtr<UStateTreeState>>& OutSelectedStates) const;
bool HasSelection() const;
void BringNodeToFocus(UStateTreeState* State, const FGuid NodeID);
// Returns associated state tree asset.
const UStateTree* GetStateTree() const;
const UStateTreeEditorData* GetStateTreeEditorData() const;
const UStateTreeState* GetStateByID(const FGuid StateID) const;
UStateTreeState* GetMutableStateByID(const FGuid StateID) const;
// Returns array of subtrees to edit.
TArray<TObjectPtr<UStateTreeState>>* GetSubTrees() const;
int32 GetSubTreeCount() const;
void GetSubTrees(TArray<TWeakObjectPtr<UStateTreeState>>& OutSubtrees) const;
// Gets and sets StateTree view expansion state store in the asset.
void SetPersistentExpandedStates(TSet<TWeakObjectPtr<UStateTreeState>>& InExpandedStates);
void GetPersistentExpandedStates(TSet<TWeakObjectPtr<UStateTreeState>>& OutExpandedStates);
// State manipulation commands
void AddState(UStateTreeState* AfterState);
void AddChildState(UStateTreeState* ParentState);
void RenameState(UStateTreeState* State, FName NewName);
void RemoveSelectedStates();
void CopySelectedStates();
bool CanPasteStatesFromClipboard() const;
void PasteStatesFromClipboard(UStateTreeState* AfterState);
void PasteStatesAsChildrenFromClipboard(UStateTreeState* ParentState);
void DuplicateSelectedStates();
void MoveSelectedStatesBefore(UStateTreeState* TargetState);
void MoveSelectedStatesAfter(UStateTreeState* TargetState);
void MoveSelectedStatesInto(UStateTreeState* TargetState);
bool CanEnableStates() const;
bool CanDisableStates() const;
void SetSelectedStatesEnabled(bool bEnable);
// Force to update the view externally.
void NotifyAssetChangedExternally() const;
void NotifyStatesChangedExternally(const TSet<UStateTreeState*>& ChangedStates, const FPropertyChangedEvent& PropertyChangedEvent) const;
// Debugging
#if WITH_STATETREE_TRACE_DEBUGGER
bool CanAddStateBreakpoint(EStateTreeBreakpointType Type) const;
bool CanRemoveStateBreakpoint(EStateTreeBreakpointType Type) const;
ECheckBoxState GetStateBreakpointCheckState(EStateTreeBreakpointType Type) const;
void HandleEnableStateBreakpoint(EStateTreeBreakpointType Type);
UStateTreeState* FindStateAssociatedToBreakpoint(FStateTreeDebuggerBreakpoint Breakpoint) const;
TSharedRef<FStateTreeDebugger> GetDebugger() const { return Debugger; }
void RefreshDebuggerBreakpoints();
#endif // WITH_STATETREE_TRACE_DEBUGGER
bool IsStateActiveInDebugger(const UStateTreeState& State) const;
// Called when the whole asset is updated (i.e. undo/redo).
FOnAssetChanged& GetOnAssetChanged() { return OnAssetChanged; }
// Called when States are changed (i.e. change name or properties).
FOnStatesChanged& GetOnStatesChanged() { return OnStatesChanged; }
// Called each time a state is added.
FOnStateAdded& GetOnStateAdded() { return OnStateAdded; }
// Called each time a states are removed.
FOnStatesRemoved& GetOnStatesRemoved() { return OnStatesRemoved; }
// Called each time a state is removed.
FOnStatesMoved& GetOnStatesMoved() { return OnStatesMoved; }
// Called each time the selection changes.
FOnSelectionChanged& GetOnSelectionChanged() { return OnSelectionChanged; }
FOnBringNodeToFocus& GetOnBringNodeToFocus() { return OnBringNodeToFocus; }
protected:
void GetExpandedStatesRecursive(UStateTreeState* State, TSet<TWeakObjectPtr<UStateTreeState>>& ExpandedStates);
void MoveSelectedStates(UStateTreeState* TargetState, const FStateTreeViewModelInsert RelativeLocation);
void PasteStatesAsChildrenFromText(const FString& TextToImport, UStateTreeState* ParentState, const int32 IndexToInsertAt);
void HandleIdentifierChanged(const UStateTree& StateTree) const;
void BindToDebuggerDelegates();
TWeakObjectPtr<UStateTreeEditorData> TreeDataWeak;
TSet<TWeakObjectPtr<UStateTreeState>> SelectedStates;
#if WITH_STATETREE_TRACE_DEBUGGER
void HandleBreakpointsChanged(const UStateTree& StateTree);
void HandlePostCompile(const UStateTree& StateTree);
TSharedRef<FStateTreeDebugger> Debugger;
TArray<FGuid> ActiveStates;
#endif // WITH_STATETREE_TRACE_DEBUGGER
FOnAssetChanged OnAssetChanged;
FOnStatesChanged OnStatesChanged;
FOnStateAdded OnStateAdded;
FOnStatesRemoved OnStatesRemoved;
FOnStatesMoved OnStatesMoved;
FOnSelectionChanged OnSelectionChanged;
FOnBringNodeToFocus OnBringNodeToFocus;
};
/** Helper class to allow to copy bindings into clipboard. */
UCLASS(Hidden)
class STATETREEEDITORMODULE_API UStateTreeClipboardBindings : public UObject
{
GENERATED_BODY()
public:
UPROPERTY()
TArray<FStateTreePropertyPathBinding> Bindings;
};