Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeDelegates.h
mikko mononen 2e1d54f00c StateTree: Update state details after adding a globa task/eval so that bindings will pick up the new task
#jira UE-188114
#rb Yoan.StAmant

[CL 30389231 by mikko mononen in ue5-main branch]
2023-12-19 02:40:28 -05:00

74 lines
2.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Delegates/Delegate.h"
class UStateTree;
namespace UE::StateTree::Delegates
{
#if WITH_EDITOR
/** Called when linkable name in a StateTree has changed. */
DECLARE_MULTICAST_DELEGATE_OneParam(FOnIdentifierChanged, const UStateTree& /*StateTree*/);
extern STATETREEMODULE_API FOnIdentifierChanged OnIdentifierChanged;
/**
* Called when schema of the StateTree EditorData has changed.
* This is used to refresh the asset editor.
* Note that this is NOT called when updating the StateTree schema from the EditorData on successful compilation.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnSchemaChanged, const UStateTree& /*StateTree*/);
extern STATETREEMODULE_API FOnSchemaChanged OnSchemaChanged;
/**
* Called when parameters of the StateTree EditorData changed.
* This should mainly used by the asset editor to maintain consistency in the UI for manipulations on the EditorData
* until the tree gets compiled.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnParametersChanged, const UStateTree& /*StateTree*/);
extern STATETREEMODULE_API FOnParametersChanged OnParametersChanged;
/**
* Called when parameters of a StateTree State changed.
* This should mainly used by the asset editor to maintain consistency in the UI for manipulations.
*/
DECLARE_MULTICAST_DELEGATE_TwoParams(FOnStateParametersChanged, const UStateTree& /*StateTree*/, const FGuid /*StateID*/);
extern STATETREEMODULE_API FOnStateParametersChanged OnStateParametersChanged;
/**
* Called when Global Tasks or Evaluators of the StateTree EditorData changed.
* This should mainly used by the asset editor to maintain consistency in the UI for manipulations on the EditorData.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnGlobalDataChanged, const UStateTree& /*StateTree*/);
extern STATETREEMODULE_API FOnGlobalDataChanged OnGlobalDataChanged;
/**
* Called when breakpoints of the StateTree EditorData changed.
* This should mainly used by the asset editor to update the debugger.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnBreakpointsChanged, const UStateTree& /*StateTree*/);
extern STATETREEMODULE_API FOnBreakpointsChanged OnBreakpointsChanged;
/** Called when compilation succeeds */
DECLARE_MULTICAST_DELEGATE_OneParam(FOnPostCompile, const UStateTree& /*StateTree*/);
extern STATETREEMODULE_API FOnPostCompile OnPostCompile;
/** Request StateTree compilation. Works only in editor. */
DECLARE_DELEGATE_RetVal_OneParam(bool, FOnRequestCompile, UStateTree& /*StateTreeToCompile*/);
extern STATETREEMODULE_API FOnRequestCompile OnRequestCompile;
#endif // WITH_EDITOR
#if WITH_STATETREE_DEBUGGER
/** Called by the StateTree module when StateTree traces are enabled/disabled. */
DECLARE_MULTICAST_DELEGATE_OneParam(FOnTracingStateChanged, bool /*bTracesEnabled*/);
extern STATETREEMODULE_API FOnTracingStateChanged OnTracingStateChanged;
#endif // WITH_STATETREE_DEBUGGER
}; // UE::StateTree::Delegates