Files
mikko mononen f1104edd5f StateTree: Introduced TStateTreePropertyRefExternalHandle.
- also InstanceDataStorage is stored as a sharedptr now

[CL 31000297 by mikko mononen in 5.4 branch]
2024-01-30 06:46:14 -05:00

185 lines
6.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "StateTreeIndexTypes.h"
#include "StateTreeExecutionContext.h"
#include "StateTreePropertyRef.generated.h"
struct FStateTreePropertyRef;
namespace UE::StateTree::PropertyRefHelpers
{
/**
* @param PropertyRef Property's reference to get pointer to.
* @param InstanceDataStorage Instance Data Storage
* @param ExecutionFrame Execution frame owning referenced property
* @param ParentExecutionFrame Parent of execution frame owning referenced property
* @return Pointer to referenced property if succeeded.
*/
template<class T>
static T* GetMutablePtrToProperty(const FStateTreePropertyRef& PropertyRef, FStateTreeInstanceStorage& InstanceDataStorage, const FStateTreeExecutionFrame& ExecutionFrame, const FStateTreeExecutionFrame* ParentExecutionFrame)
{
const FStateTreePropertyBindings& PropertyBindings = ExecutionFrame.StateTree->GetPropertyBindings();
if (const FStateTreePropertyAccess* PropertyAccess = PropertyBindings.GetPropertyAccess(PropertyRef))
{
// Passing empty ContextAndExternalDataViews, as PropertyRef is not allowed to point to context or external data.
FStateTreeDataView SourceView = FStateTreeExecutionContext::GetDataView(InstanceDataStorage, nullptr, ParentExecutionFrame, ExecutionFrame, {}, PropertyAccess->SourceDataHandle);
return PropertyBindings.GetMutablePropertyPtr<T>(SourceView, *PropertyAccess);
}
return nullptr;
}
}
/**
* Property ref allows to get a pointer to selected property in StateTree.
* The expected type of the reference should be set in "RefType" meta specifier.
*
* Meta specifiers for the type:
* - RefType = "<type>"
* - Specifies the type of property to reference.
* - Supported types are: bool, byte, int32, int64, float, double, Name, String, Text, UObject pointers, and structs.
* - IsRefToArray
* - If specified, the reference is to an TArray<RefType>
* - Optional
* - If specified, the reference can be left unbound, otherwise the compiler report error if the reference is not bound.
*
* Example:
*
* // Reference to float
* UPROPERTY(EditAnywhere, meta = (RefType = "float"))
* FStateTreePropertyRef RefToFloat;
*
* // Reference to FTestStructBase
* UPROPERTY(EditAnywhere, meta = (RefType = "/Script/ModuleName.TestStructBase"))
* FStateTreePropertyRef RefToTest;
*
* // Reference to TArray<FTestStructBase>
* UPROPERTY(EditAnywhere, meta = (RefType = "/Script/ModuleName.TestStructBase", IsRefToArray))
* FStateTreePropertyRef RefToArrayOfTests;
*/
USTRUCT()
struct STATETREEMODULE_API FStateTreePropertyRef
{
GENERATED_BODY()
FStateTreePropertyRef() = default;
/** @return pointer to the property if possible, nullptr otherwise. */
template<class T>
T* GetMutablePtr(FStateTreeExecutionContext& Context) const
{
const FStateTreeExecutionFrame* CurrentlyProcessedFrame = Context.GetCurrentlyProcessedFrame();
check(CurrentlyProcessedFrame);
return UE::StateTree::PropertyRefHelpers::GetMutablePtrToProperty<T>(*this, Context.GetMutableInstanceData()->GetMutableStorage(), *CurrentlyProcessedFrame, Context.GetCurrentlyProcessedParentFrame());
}
/**
* Used internally.
* @return index to referenced property access
*/
FStateTreeIndex16 GetRefAccessIndex() const
{
return RefAccessIndex;
}
private:
UPROPERTY()
FStateTreeIndex16 RefAccessIndex;
friend FStateTreePropertyBindingCompiler;
};
/**
* TStateTreePropertyRef is a type-safe FStateTreePropertyRef wrapper against the given type.
* @note When used as a property, this automatically defines PropertyRef property meta-data.
*
* Example:
*
* // Reference to float
* UPROPERTY(EditAnywhere)
* TStateTreePropertyRef<float> RefToFloat;
*
* // Reference to FTestStructBase
* UPROPERTY(EditAnywhere)
* TStateTreePropertyRef<FTestStructBase> RefToTest;
*
* // Reference to TArray<FTestStructBase>
* UPROPERTY(EditAnywhere)
* TStateTreePropertyRef<TArray<FTestStructBase>> RefToArrayOfTests;
*/
template<class TRef>
struct TStateTreePropertyRef
{
/** @return pointer to the property if possible, nullptr otherwise. */
TRef* GetMutablePtr(FStateTreeExecutionContext& Context) const
{
return PropertyRef.GetMutablePtr<TRef>(Context);
}
/**
* Used internally.
* @return internal property ref
*/
FStateTreePropertyRef GetInternalPropertyRef() const
{
return PropertyRef;
}
private:
FStateTreePropertyRef PropertyRef;
};
/**
* External Handle allows to wrap-up property reference to make it accessible without having an access to StateTreeExecutionContext. Useful for capturing property reference in callbacks.
*/
template<class TRef>
struct TStateTreePropertyRefExternalHandle
{
TStateTreePropertyRefExternalHandle(FStateTreePropertyRef InPropertyRef, FStateTreeExecutionContext& InContext)
: WeakInstanceStorage(InContext.GetMutableInstanceData()->GetWeakMutableStorage())
, WeakStateTree(InContext.GetCurrentlyProcessedFrame()->StateTree)
, RootState(InContext.GetCurrentlyProcessedFrame()->RootState)
, PropertyRef(InPropertyRef)
{}
TStateTreePropertyRefExternalHandle(TStateTreePropertyRef<TRef> InPropertyRef, FStateTreeExecutionContext& InContext)
: TStateTreePropertyRefExternalHandle(InPropertyRef.GetInternalPropertyRef(), InContext)
{}
/** @return pointer to the property if possible, nullptr otherwise. */
TRef* GetMutablePtr() const
{
if (!WeakInstanceStorage.IsValid())
{
return nullptr;
}
FStateTreeInstanceStorage& InstanceStorage = *WeakInstanceStorage.Pin();
const TArray<FStateTreeExecutionFrame>& ActiveFrames = InstanceStorage.GetExecutionState().ActiveFrames;
const int32 FrameIndex = ActiveFrames.IndexOfByPredicate([this](const FStateTreeExecutionFrame& Frame)
{
return Frame.RootState == RootState && Frame.StateTree == WeakStateTree;
});
if (FrameIndex == INDEX_NONE)
{
return nullptr;
}
const FStateTreeExecutionFrame& Frame = ActiveFrames[FrameIndex];
const FStateTreeExecutionFrame* ParentFrame = FrameIndex > 0 ? &ActiveFrames[FrameIndex - 1] : nullptr;
return UE::StateTree::PropertyRefHelpers::GetMutablePtrToProperty<TRef>(PropertyRef, InstanceStorage, Frame, ParentFrame);
}
private:
TWeakPtr<FStateTreeInstanceStorage> WeakInstanceStorage;
TWeakObjectPtr<const UStateTree> WeakStateTree = nullptr;
FStateTreeStateHandle RootState = FStateTreeStateHandle::Invalid;
FStateTreePropertyRef PropertyRef;
};