Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Private/SStateTreeViewRow.h
yoan stamant 7d4961a65f [StateTreeDebugger]
- added option to disable state transitions
- added state transition breakpoints
- fixed scrubbing not using the right time (analysis time instead of world simulation time) when hitting a breakpoint
- fixed new instance auto selection on record when previous selection is a stale subtrack
- added console variable `statetree.displayitemids` to display states, tasks and transitions Ids in the StateTreeEditor (details view and state treeview)
#rb mikko.mononen

[CL 26128077 by yoan stamant in ue5-main branch]
2023-06-20 13:49:25 -04:00

117 lines
4.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Widgets/Views/STableRow.h"
#include "Widgets/Views/SListView.h"
class STableViewBase;
class UStateTreeState;
enum class EStateTreeTransitionTrigger : uint8;
struct FStateTreeStateLink;
class UStateTreeEditorData;
class SStateTreeView;
class SInlineEditableTextBlock;
class SScrollBox;
class FStateTreeViewModel;
class SStateTreeViewRow : public STableRow<TWeakObjectPtr<UStateTreeState>>
{
public:
SLATE_BEGIN_ARGS(SStateTreeViewRow)
{
}
SLATE_END_ARGS()
void Construct(const FArguments& InArgs, const TSharedRef<STableViewBase>& InOwnerTableView, TWeakObjectPtr<UStateTreeState> InState, const TSharedPtr<SScrollBox>& ViewBox, TSharedRef<FStateTreeViewModel> InStateTreeViewModel);
void RequestRename() const;
private:
TSharedRef<SHorizontalBox> CreateTasksWidget();
FSlateColor GetTitleColor() const;
FSlateColor GetActiveStateColor() const;
FSlateColor GetSubTreeMarkerColor() const;
FText GetStateDesc() const;
EVisibility GetConditionVisibility() const;
EVisibility GetStateBreakpointVisibility() const;
FText GetStateBreakpointTooltipText() const;
const FSlateBrush* GetSelectorIcon() const;
FText GetSelectorTooltip() const;
FText GetStateTypeTooltip() const;
EVisibility GetTasksVisibility() const;
EVisibility GetLinkedStateVisibility() const;
FText GetLinkedStateDesc() const;
EVisibility GetCompletedTransitionVisibility() const;
EVisibility GetCompletedTransitionBreakpointVisibility() const;
FText GetCompletedTransitionsDesc() const;
FText GetCompletedTransitionWithBreakpointDesc() const;
FText GetCompletedTransitionsIcon() const;
EVisibility GetSucceededTransitionVisibility() const;
EVisibility GetSucceededTransitionBreakpointVisibility() const;
FText GetSucceededTransitionDesc() const;
FText GetSucceededTransitionWithBreakpointDesc() const;
FText GetSucceededTransitionIcon() const;
EVisibility GetFailedTransitionVisibility() const;
EVisibility GetFailedTransitionBreakpointVisibility() const;
FText GetFailedTransitionDesc() const;
FText GetFailedTransitionWithBreakpointDesc() const;
FText GetFailedTransitionIcon() const;
EVisibility GetConditionalTransitionsVisibility() const;
EVisibility GetConditionalTransitionsBreakpointVisibility() const;
FText GetConditionalTransitionsDesc() const;
FText GetConditionalTransitionsWithBreakpointDesc() const;
enum class ETransitionDescRequirement : uint8
{
Any,
RequiredTrue,
RequiredFalse,
};
/**
* Filtering options used to build the description of the transitions.
* The default setup includes only enabled transition,
* with or without breakpoints and requires exact trigger match (no partial mask)
*/
struct FTransitionDescFilterOptions
{
FTransitionDescFilterOptions() {};
ETransitionDescRequirement Enabled = ETransitionDescRequirement::RequiredTrue;
ETransitionDescRequirement WithBreakpoint = ETransitionDescRequirement::Any;
bool bUseMask = false;
};
static FText GetLinkDescription(const FStateTreeStateLink& Link);
FText GetTransitionsDesc(const UStateTreeState& State, const EStateTreeTransitionTrigger Trigger, const FTransitionDescFilterOptions FilterOptions = {}) const;
FText GetTransitionsIcon(const UStateTreeState& State, const EStateTreeTransitionTrigger Trigger, const FTransitionDescFilterOptions FilterOptions = {}) const;
EVisibility GetTransitionsVisibility(const UStateTreeState& State, const EStateTreeTransitionTrigger Trigger) const;
EVisibility GetTransitionsBreakpointVisibility(const UStateTreeState& State, const EStateTreeTransitionTrigger Trigger) const;
bool HasParentTransitionForTrigger(const UStateTreeState& State, const EStateTreeTransitionTrigger Trigger) const;
bool IsRootState() const;
bool IsStateSelected() const;
void HandleNodeLabelTextCommitted(const FText& NewLabel, ETextCommit::Type CommitType) const;
FReply HandleDragDetected(const FGeometry&, const FPointerEvent&) const;
TOptional<EItemDropZone> HandleCanAcceptDrop(const FDragDropEvent& DragDropEvent, EItemDropZone DropZone, TWeakObjectPtr<UStateTreeState> TargetState) const;
FReply HandleAcceptDrop(const FDragDropEvent& DragDropEvent, EItemDropZone DropZone, TWeakObjectPtr<UStateTreeState> TargetState) const;
TSharedPtr<FStateTreeViewModel> StateTreeViewModel;
TWeakObjectPtr<UStateTreeState> WeakState;
TWeakObjectPtr<UStateTreeEditorData> WeakTreeData;
TSharedPtr<SInlineEditableTextBlock> NameTextBlock;
};