// Copyright Epic Games, Inc. All Rights Reserved. #include "EntitySystem/MovieSceneComponentAccessors.h" #include "EntitySystem/MovieSceneComponentRegistry.h" #include "EntitySystem/MovieSceneEntityManager.h" namespace UE { namespace MovieScene { #if UE_MOVIESCENE_ENTITY_DEBUG void AccessorToString(const FReadAccess* In, FEntityManager* EntityManager, FString& OutString) { const FComponentTypeInfo& ComponentTypeInfo = EntityManager->GetComponents()->GetComponentTypeChecked(In->ComponentType); OutString += FString::Printf(TEXT("\n\tRead: %s %s"), *ComponentTypeInfo.DebugInfo->DebugName, ComponentTypeInfo.DebugInfo->DebugTypeName); } void AccessorToString(const FWriteAccess* In, FEntityManager* EntityManager, FString& OutString) { const FComponentTypeInfo& ComponentTypeInfo = EntityManager->GetComponents()->GetComponentTypeChecked(In->ComponentType); OutString += FString::Printf(TEXT("\n\tWrite: %s %s"), *ComponentTypeInfo.DebugInfo->DebugName, ComponentTypeInfo.DebugInfo->DebugTypeName); } void AccessorToString(const FOptionalReadAccess* In, FEntityManager* EntityManager, FString& OutString) { if (In->ComponentType) { const FComponentTypeInfo& ComponentTypeInfo = EntityManager->GetComponents()->GetComponentTypeChecked(In->ComponentType); OutString += FString::Printf(TEXT("\n\tRead (Optional): %s %s"), *ComponentTypeInfo.DebugInfo->DebugName, ComponentTypeInfo.DebugInfo->DebugTypeName); } } void AccessorToString(const FOptionalWriteAccess* In, FEntityManager* EntityManager, FString& OutString) { if (In->ComponentType) { const FComponentTypeInfo& ComponentTypeInfo = EntityManager->GetComponents()->GetComponentTypeChecked(In->ComponentType); OutString += FString::Printf(TEXT("\n\tWrite (Optional): %s %s"), *ComponentTypeInfo.DebugInfo->DebugName, ComponentTypeInfo.DebugInfo->DebugTypeName); } } void AccessorToString(const FEntityIDAccess*, FEntityManager* EntityManager, FString& OutString) { OutString += TEXT("\n\tRead: Entity IDs"); } void OneOfAccessorToString(const FOptionalReadAccess* In, FEntityManager* EntityManager, FString& OutString) { if (In->ComponentType) { const FComponentTypeInfo& ComponentTypeInfo = EntityManager->GetComponents()->GetComponentTypeChecked(In->ComponentType); OutString = FString::Printf(TEXT("%s %s"), *ComponentTypeInfo.DebugInfo->DebugName, ComponentTypeInfo.DebugInfo->DebugTypeName); } } #endif // UE_MOVIESCENE_ENTITY_DEBUG } // namespace MovieScene } // namespace UE