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

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Templates/Casts.h"
#include "UObject/WeakObjectPtr.h"
#include "EditorUndoClient.h"
class UStateTreeEditorData;
class UStateTreeState;
class UStateTree;
class FMenuBuilder;
/**
* ModelView for editing StateTreeEditorData.
*/
class 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<UStateTreeState*>& /*SelectedStates*/);
FStateTreeViewModel();
~FStateTreeViewModel();
void Init(UStateTreeEditorData* InTreeData);
//~ FEditorUndoClient
void PostUndo(bool bSuccess);
void PostRedo(bool bSuccess);
// Selection handling.
void ClearSelection();
void SetSelection(UStateTreeState* Selected);
void SetSelection(const TArray<UStateTreeState*>& InSelection);
bool IsSelected(const UStateTreeState* State) const;
bool IsChildOfSelection(const UStateTreeState* State) const;
void GetSelectedStates(TArray<UStateTreeState*>& OutSelectedStates);
// Returns array of routines to edit.
TArray<UStateTreeState*>* GetRoutines();
// Gets and sets StateTree view expansion state store in the asset.
void GetPersistentExpandedStates(TSet<UStateTreeState*>& OutExpandedStates);
void SetPersistentExpandedStates(TSet<UStateTreeState*>& InExpandedStates);
// State manupulation commands
void AddState(UStateTreeState* AfterState);
void AddChildState(UStateTreeState* ParentState);
void RenameState(UStateTreeState* State, FName NewName);
void RemoveSelectedStates();
void MoveSelectedStatesBefore(UStateTreeState* TargetState);
void MoveSelectedStatesAfter(UStateTreeState* TargetState);
void MoveSelectedStatesInto(UStateTreeState* TargetState);
// Force to update the view externally.
void NotifyAssetChangedExternally();
void NotifyStatesChangedExternally(const TSet<UStateTreeState*>& ChangedStates, const FPropertyChangedEvent& PropertyChangedEvent);
// 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; }
protected:
void GetExpandedStatesRecursive(UStateTreeState* State, TSet<UStateTreeState*>& ExpandedStates);
void MoveSelectedStates(UStateTreeState* TargetState, int32 RelativeLocation);
void HandleIdentifierChanged(const UStateTree& StateTree);
void HandleParameterLayoutChanged(const UStateTree& StateTree);
UStateTreeEditorData* TreeData; // TODO: is this safe? should we used TWeakObjectPtr here istead?
TSet<FWeakObjectPtr> SelectedStates;
FOnAssetChanged OnAssetChanged;
FOnStatesChanged OnStatesChanged;
FOnStateAdded OnStateAdded;
FOnStatesRemoved OnStatesRemoved;
FOnStatesMoved OnStatesMoved;
FOnSelectionChanged OnSelectionChanged;
};