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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
183 lines
5.6 KiB
C++
183 lines
5.6 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "AnimGraphNode_StateMachineBase.h"
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#include "EdGraph/EdGraph.h"
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#include "Kismet2/BlueprintEditorUtils.h"
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#include "Kismet2/Kismet2NameValidators.h"
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#include "AnimationGraph.h"
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#include "AnimationStateMachineGraph.h"
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#include "AnimationStateMachineSchema.h"
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#include "AnimGraphNode_StateMachine.h"
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/////////////////////////////////////////////////////
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// FAnimStateMachineNodeNameValidator
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class FAnimStateMachineNodeNameValidator : public FStringSetNameValidator
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{
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public:
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FAnimStateMachineNodeNameValidator(const UAnimGraphNode_StateMachineBase* InStateMachineNode)
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: FStringSetNameValidator(FString())
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{
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TArray<UAnimGraphNode_StateMachineBase*> Nodes;
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UAnimationGraph* StateMachine = CastChecked<UAnimationGraph>(InStateMachineNode->GetOuter());
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StateMachine->GetNodesOfClassEx<UAnimGraphNode_StateMachine, UAnimGraphNode_StateMachineBase>(Nodes);
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for (auto Node : Nodes)
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{
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if (Node != InStateMachineNode)
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{
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Names.Add(Node->GetStateMachineName());
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}
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}
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}
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};
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/////////////////////////////////////////////////////
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// UAnimGraphNode_StateMachineBase
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#define LOCTEXT_NAMESPACE "A3Nodes"
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UAnimGraphNode_StateMachineBase::UAnimGraphNode_StateMachineBase(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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}
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FLinearColor UAnimGraphNode_StateMachineBase::GetNodeTitleColor() const
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{
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return FLinearColor(0.8f, 0.8f, 0.8f);
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}
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FText UAnimGraphNode_StateMachineBase::GetTooltipText() const
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{
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return LOCTEXT("StateMachineTooltip", "Animation State Machine");
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}
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FText UAnimGraphNode_StateMachineBase::GetNodeTitle(ENodeTitleType::Type TitleType) const
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{
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if ((TitleType == ENodeTitleType::MenuTitle || TitleType == ENodeTitleType::ListView) && (EditorStateMachineGraph == nullptr))
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{
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return LOCTEXT("AddNewStateMachine", "Add New State Machine...");
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}
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else if (EditorStateMachineGraph == nullptr)
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{
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if (TitleType == ENodeTitleType::FullTitle)
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{
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return LOCTEXT("NullStateMachineFullTitle", "Error: No Graph\nState Machine");
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}
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else
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{
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return LOCTEXT("ErrorNoGraph", "Error: No Graph");
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}
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}
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else if (TitleType == ENodeTitleType::FullTitle)
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{
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if (CachedFullTitle.IsOutOfDate(this))
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{
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FFormatNamedArguments Args;
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Args.Add(TEXT("Title"), FText::FromName(EditorStateMachineGraph->GetFName()));
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// FText::Format() is slow, so we cache this to save on performance
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CachedFullTitle.SetCachedText(FText::Format(LOCTEXT("StateMachineFullTitle", "{Title}\nState Machine"), Args), this);
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}
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return CachedFullTitle;
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}
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return FText::FromName(EditorStateMachineGraph->GetFName());
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}
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FString UAnimGraphNode_StateMachineBase::GetNodeCategory() const
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{
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return TEXT("State Machines");
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}
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void UAnimGraphNode_StateMachineBase::PostPlacedNewNode()
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{
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// Create a new animation graph
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check(EditorStateMachineGraph == NULL);
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EditorStateMachineGraph = CastChecked<UAnimationStateMachineGraph>(FBlueprintEditorUtils::CreateNewGraph(this, NAME_None, UAnimationStateMachineGraph::StaticClass(), UAnimationStateMachineSchema::StaticClass()));
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check(EditorStateMachineGraph);
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EditorStateMachineGraph->OwnerAnimGraphNode = this;
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// Find an interesting name
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TSharedPtr<INameValidatorInterface> NameValidator = FNameValidatorFactory::MakeValidator(this);
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FBlueprintEditorUtils::RenameGraphWithSuggestion(EditorStateMachineGraph, NameValidator, TEXT("New State Machine"));
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// Initialize the anim graph
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const UEdGraphSchema* Schema = EditorStateMachineGraph->GetSchema();
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Schema->CreateDefaultNodesForGraph(*EditorStateMachineGraph);
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// Add the new graph as a child of our parent graph
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UEdGraph* ParentGraph = GetGraph();
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if(ParentGraph->SubGraphs.Find(EditorStateMachineGraph) == INDEX_NONE)
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{
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ParentGraph->Modify();
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ParentGraph->SubGraphs.Add(EditorStateMachineGraph);
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}
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}
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UObject* UAnimGraphNode_StateMachineBase::GetJumpTargetForDoubleClick() const
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{
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// Open the state machine graph
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return EditorStateMachineGraph;
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}
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void UAnimGraphNode_StateMachineBase::DestroyNode()
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{
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UEdGraph* GraphToRemove = EditorStateMachineGraph;
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EditorStateMachineGraph = NULL;
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Super::DestroyNode();
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if (GraphToRemove)
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{
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UBlueprint* Blueprint = GetBlueprint();
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GraphToRemove->Modify();
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FBlueprintEditorUtils::RemoveGraph(Blueprint, GraphToRemove, EGraphRemoveFlags::Recompile);
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}
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}
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void UAnimGraphNode_StateMachineBase::PostPasteNode()
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{
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Super::PostPasteNode();
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// Add the new graph as a child of our parent graph
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UEdGraph* ParentGraph = CastChecked<UEdGraph>(GetGraph());
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if(ParentGraph->SubGraphs.Find(EditorStateMachineGraph) == INDEX_NONE)
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{
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ParentGraph->SubGraphs.Add(EditorStateMachineGraph);
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}
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// Find an interesting name
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TSharedPtr<INameValidatorInterface> NameValidator = FNameValidatorFactory::MakeValidator(this);
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FBlueprintEditorUtils::RenameGraphWithSuggestion(EditorStateMachineGraph, NameValidator, EditorStateMachineGraph->GetName());
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//restore transactional flag that is lost during copy/paste process
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EditorStateMachineGraph->SetFlags(RF_Transactional);
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}
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FString UAnimGraphNode_StateMachineBase::GetStateMachineName()
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{
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return (EditorStateMachineGraph != NULL) ? *(EditorStateMachineGraph->GetName()) : TEXT("(null)");
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}
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TSharedPtr<class INameValidatorInterface> UAnimGraphNode_StateMachineBase::MakeNameValidator() const
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{
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return MakeShareable(new FAnimStateMachineNodeNameValidator(this));
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}
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FString UAnimGraphNode_StateMachineBase::GetDocumentationLink() const
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{
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return TEXT("Shared/GraphNodes/AnimationStateMachine");
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}
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void UAnimGraphNode_StateMachineBase::OnRenameNode(const FString& NewName)
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{
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FBlueprintEditorUtils::RenameGraph(EditorStateMachineGraph, NewName);
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}
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#undef LOCTEXT_NAMESPACE
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