You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
- fix bug where expanded states were reset when new state was added - fix resetting transition when new transition condition was added #preflight 63cf9407976daa618c6b72bb [CL 23829316 by mikko mononen in ue5-main branch]
247 lines
6.4 KiB
C++
247 lines
6.4 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "Editor.h"
|
|
#include "PropertyHandle.h"
|
|
#include "Misc/EnumerateRange.h"
|
|
|
|
struct FGuid;
|
|
struct FSlateBrush;
|
|
|
|
#define LOCTEXT_NAMESPACE "StateTreeEditor"
|
|
|
|
namespace UE::StateTree::PropertyHelpers {
|
|
|
|
/**
|
|
* Gets a struct value from property handle, checks type before access. Expects T is struct.
|
|
* @param ValueProperty Handle to property where value is got from.
|
|
* @return Requested value as optional, in case of multiple values the optional is unset.
|
|
*/
|
|
template<typename T>
|
|
FPropertyAccess::Result GetStructValue(const TSharedPtr<IPropertyHandle>& ValueProperty, T& OutValue)
|
|
{
|
|
if (!ValueProperty)
|
|
{
|
|
return FPropertyAccess::Fail;
|
|
}
|
|
|
|
FStructProperty* StructProperty = CastFieldChecked<FStructProperty>(ValueProperty->GetProperty());
|
|
check(StructProperty);
|
|
check(StructProperty->Struct == TBaseStructure<T>::Get());
|
|
|
|
T Value = T();
|
|
bool bValueSet = false;
|
|
|
|
TArray<void*> RawData;
|
|
ValueProperty->AccessRawData(RawData);
|
|
for (void* Data : RawData)
|
|
{
|
|
if (Data)
|
|
{
|
|
const T& CurValue = *reinterpret_cast<T*>(Data);
|
|
if (!bValueSet)
|
|
{
|
|
bValueSet = true;
|
|
Value = CurValue;
|
|
}
|
|
else if (CurValue != Value)
|
|
{
|
|
// Multiple values
|
|
return FPropertyAccess::MultipleValues;
|
|
}
|
|
}
|
|
}
|
|
|
|
OutValue = Value;
|
|
|
|
return FPropertyAccess::Success;
|
|
}
|
|
|
|
/**
|
|
* Sets a struct property to specific value, checks type before access. Expects T is struct.
|
|
* @param ValueProperty Handle to property where value is got from.
|
|
* @return Requested value as optional, in case of multiple values the optional is unset.
|
|
*/
|
|
template<typename T>
|
|
FPropertyAccess::Result SetStructValue(const TSharedPtr<IPropertyHandle>& ValueProperty, const T& NewValue, EPropertyValueSetFlags::Type Flags = 0)
|
|
{
|
|
if (!ValueProperty)
|
|
{
|
|
return FPropertyAccess::Fail;
|
|
}
|
|
|
|
FStructProperty* StructProperty = CastFieldChecked<FStructProperty>(ValueProperty->GetProperty());
|
|
if (!StructProperty)
|
|
{
|
|
return FPropertyAccess::Fail;
|
|
}
|
|
if (StructProperty->Struct != TBaseStructure<T>::Get())
|
|
{
|
|
return FPropertyAccess::Fail;
|
|
}
|
|
|
|
const bool bTransactable = (Flags & EPropertyValueSetFlags::NotTransactable) == 0;
|
|
bool bNotifiedPreChange = false;
|
|
TArray<void*> RawData;
|
|
ValueProperty->AccessRawData(RawData);
|
|
for (void* Data : RawData)
|
|
{
|
|
if (Data)
|
|
{
|
|
if (!bNotifiedPreChange)
|
|
{
|
|
if (bTransactable && GEditor)
|
|
{
|
|
GEditor->BeginTransaction(FText::Format(LOCTEXT("SetPropertyValue", "Set {0}"), ValueProperty->GetPropertyDisplayName()));
|
|
}
|
|
ValueProperty->NotifyPreChange();
|
|
bNotifiedPreChange = true;
|
|
}
|
|
|
|
T* Value = reinterpret_cast<T*>(Data);
|
|
*Value = NewValue;
|
|
}
|
|
}
|
|
|
|
if (bNotifiedPreChange)
|
|
{
|
|
ValueProperty->NotifyPostChange(EPropertyChangeType::ValueSet);
|
|
if (bTransactable && GEditor)
|
|
{
|
|
GEditor->EndTransaction();
|
|
}
|
|
}
|
|
|
|
ValueProperty->NotifyFinishedChangingProperties();
|
|
|
|
return FPropertyAccess::Success;
|
|
}
|
|
|
|
} // UE::StateTree::PropertyHelpers
|
|
|
|
/**
|
|
* Helper class to deal with relative property paths in PostEditChangeChainProperty().
|
|
*/
|
|
struct FStateTreeEditPropertyPath
|
|
{
|
|
private:
|
|
struct FStateTreeEditPropertySegment
|
|
{
|
|
FStateTreeEditPropertySegment() = default;
|
|
FStateTreeEditPropertySegment(const FProperty* InProperty, const FName InPropertyName, const int32 InArrayIndex = INDEX_NONE)
|
|
: Property(InProperty)
|
|
, PropertyName(InPropertyName)
|
|
, ArrayIndex(InArrayIndex)
|
|
{
|
|
}
|
|
|
|
const FProperty* Property = nullptr;
|
|
FName PropertyName = FName();
|
|
int32 ArrayIndex = INDEX_NONE;
|
|
};
|
|
|
|
public:
|
|
FStateTreeEditPropertyPath() = default;
|
|
|
|
/** Makes property path relative to BaseStruct. Checks if the path is not part of the type. */
|
|
explicit FStateTreeEditPropertyPath(const UStruct* BaseStruct, const FString& InPath)
|
|
{
|
|
TArray<FString> PathSegments;
|
|
InPath.ParseIntoArray(PathSegments, TEXT("."));
|
|
|
|
const UStruct* CurrBase = BaseStruct;
|
|
for (const FString& Segment : PathSegments)
|
|
{
|
|
const FName PropertyName(Segment);
|
|
if (const FProperty* Property = CurrBase->FindPropertyByName(PropertyName))
|
|
{
|
|
Path.Emplace(Property, PropertyName);
|
|
|
|
if (const FArrayProperty* ArrayProperty = CastField<FArrayProperty>(Property))
|
|
{
|
|
Property = ArrayProperty->Inner;
|
|
}
|
|
|
|
if (const FStructProperty* StructProperty = CastField<FStructProperty>(Property))
|
|
{
|
|
CurrBase = StructProperty->Struct;
|
|
}
|
|
else if (const FObjectProperty* ObjectProperty = CastField<FObjectProperty>(Property))
|
|
{
|
|
CurrBase = ObjectProperty->PropertyClass;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
checkf(TEXT("Path %s id not part of type %s."), *InPath, *GetNameSafe(BaseStruct));
|
|
Path.Reset();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Makes property path from property change event. */
|
|
explicit FStateTreeEditPropertyPath(const FPropertyChangedChainEvent& PropertyChangedEvent)
|
|
{
|
|
FEditPropertyChain::TDoubleLinkedListNode* PropertyNode = PropertyChangedEvent.PropertyChain.GetActiveMemberNode();
|
|
while (PropertyNode != nullptr)
|
|
{
|
|
if (FProperty* Property = PropertyNode->GetValue())
|
|
{
|
|
const FName PropertyName = Property->GetFName();
|
|
const int32 ArrayIndex = PropertyChangedEvent.GetArrayIndex(PropertyName.ToString());
|
|
Path.Emplace(Property, PropertyName, ArrayIndex);
|
|
}
|
|
PropertyNode = PropertyNode->GetNextNode();
|
|
}
|
|
}
|
|
|
|
/** @return true if the property path contains specified path. */
|
|
bool ContainsPath(const FStateTreeEditPropertyPath& InPath) const
|
|
{
|
|
if (InPath.Path.Num() > Path.Num())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
for (TConstEnumerateRef<FStateTreeEditPropertySegment> Segment : EnumerateRange(InPath.Path))
|
|
{
|
|
if (Segment->PropertyName != Path[Segment.GetIndex()].PropertyName)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/** @return true if the property path is exactly the specified path. */
|
|
bool IsPathExact(const FStateTreeEditPropertyPath& InPath) const
|
|
{
|
|
if (InPath.Path.Num() != Path.Num())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
for (TConstEnumerateRef<FStateTreeEditPropertySegment> Segment : EnumerateRange(InPath.Path))
|
|
{
|
|
if (Segment->PropertyName != Path[Segment.GetIndex()].PropertyName)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/** @return array index at specified property, or INDEX_NONE, if the property is not array or property not found. */
|
|
int32 GetPropertyArrayIndex(const FStateTreeEditPropertyPath& InPath) const
|
|
{
|
|
return ContainsPath(InPath) ? Path[InPath.Path.Num() - 1].ArrayIndex : INDEX_NONE;
|
|
}
|
|
|
|
private:
|
|
TArray<FStateTreeEditPropertySegment> Path;
|
|
};
|
|
|
|
#undef LOCTEXT_NAMESPACE
|