Files
mikko mononen 441324a228 StateTree: Added State outliner and made the main tree view more detailed
- Simplied the task icon
- Created common treeview for States, used for state selection and outliner view
- Added common functions to describe state links and transitions
- Made custom expander arrow the main tree view
- Move the task lits on separate row on the main tree view
- Added enter condition list for on main tree view
- Clicking on tasks or enter conditions highlight them in the details panel
- Added state outliner which displays the state list compactly
- Added feedback for the drag and drop, and moved the code to separate file

#rb Yoan.StAmant

[CL 35239895 by mikko mononen in ue5-main branch]
2024-08-01 05:38:41 -04:00

226 lines
6.3 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;
class UStateTreeEditorData;
#define LOCTEXT_NAMESPACE "StateTreeEditor"
namespace UE::StateTree::PropertyHelpers {
/**
* Dispatches PostEditChange to all FState
* Assumes property chain head is member property of Owner.
*/
void DispatchPostEditToNodes(UObject& Owner, FPropertyChangedChainEvent& PropertyChangedEvent, UStateTreeEditorData& EditorData);
/** Makes deterministic ID from the owners property path, a property path (or any string), and a seed value (e.g. array index). */
FGuid MakeDeterministicID(const UObject& Owner, const FString& PropertyPath, const uint64 Seed);
/* @return true if the property handle points to struct property of specified type.*/
template<typename T>
bool IsScriptStruct(const TSharedPtr<IPropertyHandle>& PropertyHandle)
{
if (!PropertyHandle)
{
return false;
}
FStructProperty* StructProperty = CastField<FStructProperty>(PropertyHandle->GetProperty());
return StructProperty && StructProperty->Struct->IsA(TBaseStructure<T>::Get()->GetClass());
}
/**
* @return true if provided Property contains "Optional" metadata
*/
bool HasOptionalMetadata(const FProperty& Property);
/**
* 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<const 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<const void*> RawData;
ValueProperty->AccessRawData(RawData);
for (const void* Data : RawData)
{
if (Data)
{
const T& CurValue = *static_cast<const T*>(Data);
if (!bValueSet)
{
bValueSet = true;
Value = CurValue;
}
else if (CurValue != Value)
{
// Multiple values
return FPropertyAccess::MultipleValues;
}
}
}
OutValue = Value;
return FPropertyAccess::Success;
}
/**
* Returns const pointer to struct container in the property.
* @param ValueProperty Handle to property where value is got from.
* @return Pointer to the struct, or nullptr if type does not match or multiple values.
*/
template<typename T>
const T* GetStructPtr(const TSharedPtr<const IPropertyHandle>& ValueProperty)
{
if (!ValueProperty)
{
return nullptr;
}
FStructProperty* StructProperty = CastFieldChecked<FStructProperty>(ValueProperty->GetProperty());
check(StructProperty);
check(StructProperty->Struct == TBaseStructure<T>::Get());
TArray<const void*> RawData;
ValueProperty->AccessRawData(RawData);
if (RawData.Num() == 1)
{
return static_cast<const T*>(RawData[0]);
}
return nullptr;
}
/**
* 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);
/** Makes property path from property change event. */
explicit FStateTreeEditPropertyPath(const FPropertyChangedChainEvent& PropertyChangedEvent);
/** Makes property path from property chain. */
explicit FStateTreeEditPropertyPath(const FEditPropertyChain& PropertyChain);
/** @return true if the property path contains specified path. */
bool ContainsPath(const FStateTreeEditPropertyPath& InPath) const;
/** @return true if the property path is exactly the specified path. */
bool IsPathExact(const FStateTreeEditPropertyPath& InPath) const;
/** @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