Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphNode_LinkedAnimGraphBase.cpp
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

451 lines
14 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphNode_LinkedAnimGraphBase.h"
#include "Widgets/Text/STextBlock.h"
#include "Widgets/Input/SCheckBox.h"
#include "EdGraphSchema_K2.h"
#include "Kismet2/CompilerResultsLog.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "PropertyHandle.h"
#include "DetailLayoutBuilder.h"
#include "DetailCategoryBuilder.h"
#include "Animation/AnimNode_LinkedInputPose.h"
#include "PropertyCustomizationHelpers.h"
#include "ScopedTransaction.h"
#include "AnimationGraphSchema.h"
#include "Widgets/Layout/SBox.h"
#include "UObject/CoreRedirects.h"
#include "Animation/AnimNode_LinkedAnimGraph.h"
#define LOCTEXT_NAMESPACE "LinkedAnimGraph"
namespace LinkedAnimGraphGraphNodeConstants
{
FLinearColor TitleColor(0.2f, 0.2f, 0.8f);
}
FLinearColor UAnimGraphNode_LinkedAnimGraphBase::GetNodeTitleColor() const
{
return LinkedAnimGraphGraphNodeConstants::TitleColor;
}
FText UAnimGraphNode_LinkedAnimGraphBase::GetTooltipText() const
{
return LOCTEXT("ToolTip", "Runs a linked anim graph in another instance to process animation");
}
FText UAnimGraphNode_LinkedAnimGraphBase::GetNodeTitle(ENodeTitleType::Type TitleType) const
{
UClass* TargetClass = GetTargetClass();
UAnimBlueprint* TargetAnimBlueprint = TargetClass ? CastChecked<UAnimBlueprint>(TargetClass->ClassGeneratedBy) : nullptr;
const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode();
FFormatNamedArguments Args;
Args.Add(TEXT("NodeTitle"), LOCTEXT("Title", "Linked Anim Graph"));
Args.Add(TEXT("TargetClass"), TargetAnimBlueprint ? FText::FromString(TargetAnimBlueprint->GetName()) : LOCTEXT("ClassNone", "None"));
if(TitleType == ENodeTitleType::MenuTitle)
{
return LOCTEXT("NodeTitle", "Linked Anim Graph");
}
if(TitleType == ENodeTitleType::ListView)
{
if(Node.Tag != NAME_None)
{
Args.Add(TEXT("Tag"), FText::FromName(Node.Tag));
return FText::Format(LOCTEXT("TitleListFormatTagged", "{NodeTitle} ({Tag}) - {TargetClass}"), Args);
}
else
{
return FText::Format(LOCTEXT("TitleListFormat", "{NodeTitle} - {TargetClass}"), Args);
}
}
else
{
if(Node.Tag != NAME_None)
{
Args.Add(TEXT("Tag"), FText::FromName(Node.Tag));
return FText::Format(LOCTEXT("TitleFormatTagged", "{NodeTitle} ({Tag})\n{TargetClass}"), Args);
}
else
{
return FText::Format(LOCTEXT("TitleFormat", "{NodeTitle}\n{TargetClass}"), Args);
}
}
}
void UAnimGraphNode_LinkedAnimGraphBase::ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog)
{
Super::ValidateAnimNodeDuringCompilation(ForSkeleton, MessageLog);
UAnimBlueprint* AnimBP = CastChecked<UAnimBlueprint>(GetBlueprint());
UObject* OriginalNode = MessageLog.FindSourceObject(this);
if(HasInstanceLoop())
{
MessageLog.Error(TEXT("Detected loop in linked instance chain starting at @@ inside class @@"), this, AnimBP->GetAnimBlueprintGeneratedClass());
}
// Check for cycles from other linked instance nodes
TArray<UEdGraph*> Graphs;
AnimBP->GetAllGraphs(Graphs);
const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode();
// Check for duplicate tags in this anim blueprint
for(UEdGraph* Graph : Graphs)
{
TArray<UAnimGraphNode_LinkedAnimGraphBase*> LinkedAnimGraphNodes;
Graph->GetNodesOfClass(LinkedAnimGraphNodes);
for(UAnimGraphNode_LinkedAnimGraphBase* LinkedAnimGraphNode : LinkedAnimGraphNodes)
{
if(LinkedAnimGraphNode == OriginalNode)
{
continue;
}
FAnimNode_LinkedAnimGraph& InnerNode = *LinkedAnimGraphNode->GetLinkedAnimGraphNode();
if(InnerNode.Tag != NAME_None && InnerNode.Tag == Node.Tag)
{
MessageLog.Error(*FText::Format(LOCTEXT("DuplicateTagErrorFormat", "Node @@ and node @@ both have the same tag '{0}'."), FText::FromName(Node.Tag)).ToString(), this, LinkedAnimGraphNode);
}
}
}
// Check we don't try to spawn our own blueprint
if(GetTargetClass() == AnimBP->GetAnimBlueprintGeneratedClass())
{
MessageLog.Error(TEXT("Linked instance node @@ targets instance class @@ which it is inside, this would cause a loop."), this, AnimBP->GetAnimBlueprintGeneratedClass());
}
}
void UAnimGraphNode_LinkedAnimGraphBase::ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins)
{
// Grab the SKELETON class here as when we are reconstructed during during BP compilation
// the full generated class is not yet present built.
UClass* TargetClass = GetTargetSkeletonClass();
if(!TargetClass)
{
// Nothing to search for properties
return;
}
IAnimClassInterface* AnimClassInterface = IAnimClassInterface::GetFromClass(TargetClass);
const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode();
// Add any pose pins
for(const FAnimBlueprintFunction& AnimBlueprintFunction : AnimClassInterface->GetAnimBlueprintFunctions())
{
if(AnimBlueprintFunction.Name == Node.GetDynamicLinkFunctionName())
{
for(const FName& PoseName : AnimBlueprintFunction.InputPoseNames)
{
UEdGraphPin* NewPin = CreatePin(EEdGraphPinDirection::EGPD_Input, UAnimationGraphSchema::MakeLocalSpacePosePin(), PoseName);
NewPin->PinFriendlyName = FText::FromName(PoseName);
CustomizePinData(NewPin, PoseName, INDEX_NONE);
}
break;
}
}
// Call super to add properties
Super::ReallocatePinsDuringReconstruction(OldPins);
}
void UAnimGraphNode_LinkedAnimGraphBase::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
bool bRequiresNodeReconstruct = false;
FProperty* ChangedProperty = PropertyChangedEvent.Property;
if(ChangedProperty)
{
if (IsStructuralProperty(ChangedProperty))
{
bRequiresNodeReconstruct = true;
RebuildExposedProperties();
}
}
if(bRequiresNodeReconstruct)
{
ReconstructNode();
}
}
bool UAnimGraphNode_LinkedAnimGraphBase::HasInstanceLoop()
{
TArray<FGuid> VisitedList;
TArray<FGuid> CurrentStack;
return HasInstanceLoop_Recursive(this, VisitedList, CurrentStack);
}
bool UAnimGraphNode_LinkedAnimGraphBase::HasInstanceLoop_Recursive(UAnimGraphNode_LinkedAnimGraphBase* CurrNode, TArray<FGuid>& VisitedNodes, TArray<FGuid>& NodeStack)
{
if(!VisitedNodes.Contains(CurrNode->NodeGuid))
{
VisitedNodes.Add(CurrNode->NodeGuid);
NodeStack.Add(CurrNode->NodeGuid);
if(UAnimBlueprint* AnimBP = Cast<UAnimBlueprint>(UBlueprint::GetBlueprintFromClass(CurrNode->GetTargetClass())))
{
// Check for cycles from other linked instance nodes
TArray<UEdGraph*> Graphs;
AnimBP->GetAllGraphs(Graphs);
for(UEdGraph* Graph : Graphs)
{
TArray<UAnimGraphNode_LinkedAnimGraphBase*> LinkedInstanceNodes;
Graph->GetNodesOfClass(LinkedInstanceNodes);
for(UAnimGraphNode_LinkedAnimGraphBase* LinkedInstanceNode : LinkedInstanceNodes)
{
// If we haven't visited this node, then check it for loops, otherwise if we're pointing to a previously visited node that is in the current instance stack we have a loop
if((!VisitedNodes.Contains(LinkedInstanceNode->NodeGuid) && HasInstanceLoop_Recursive(LinkedInstanceNode, VisitedNodes, NodeStack)) || NodeStack.Contains(LinkedInstanceNode->NodeGuid))
{
return true;
}
}
}
}
}
NodeStack.Remove(CurrNode->NodeGuid);
return false;
}
void UAnimGraphNode_LinkedAnimGraphBase::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
{
Super::CustomizeDetails(DetailBuilder);
GenerateExposedPinsDetails(DetailBuilder);
IDetailCategoryBuilder& CategoryBuilder = DetailBuilder.EditCategory(FName(TEXT("Settings")));
// Customize InstanceClass
{
TSharedRef<IPropertyHandle> ClassHandle = DetailBuilder.GetProperty(TEXT("Node.InstanceClass"), GetClass());
ClassHandle->MarkHiddenByCustomization();
FDetailWidgetRow& ClassWidgetRow = CategoryBuilder.AddCustomRow(LOCTEXT("FilterStringInstanceClass", "Instance Class"));
ClassWidgetRow.NameContent()
[
ClassHandle->CreatePropertyNameWidget()
]
.ValueContent()
.MinDesiredWidth(250.0f)
[
SNew(SObjectPropertyEntryBox)
.ObjectPath_UObject(this, &UAnimGraphNode_LinkedAnimGraphBase::GetCurrentInstanceBlueprintPath)
.AllowedClass(UAnimBlueprint::StaticClass())
.NewAssetFactories(TArray<UFactory*>())
.OnShouldFilterAsset(FOnShouldFilterAsset::CreateUObject(this, &UAnimGraphNode_LinkedAnimGraphBase::OnShouldFilterInstanceBlueprint))
.OnObjectChanged(FOnSetObject::CreateUObject(this, &UAnimGraphNode_LinkedAnimGraphBase::OnSetInstanceBlueprint, &DetailBuilder))
];
}
}
void UAnimGraphNode_LinkedAnimGraphBase::GenerateExposedPinsDetails(IDetailLayoutBuilder &DetailBuilder)
{
// We dont allow multi-select here
if(DetailBuilder.GetSelectedObjects().Num() > 1)
{
DetailBuilder.HideCategory(TEXT("Settings"));
return;
}
// We dont allow multi-select here
if(DetailBuilder.GetSelectedObjects().Num() > 1)
{
DetailBuilder.HideCategory(TEXT("Settings"));
return;
}
TArray<FProperty*> ExposableProperties;
GetExposableProperties(ExposableProperties);
if(ExposableProperties.Num() > 0)
{
IDetailCategoryBuilder& CategoryBuilder = DetailBuilder.EditCategory(FName(TEXT("Exposable Properties")));
FDetailWidgetRow& HeaderWidgetRow = CategoryBuilder.AddCustomRow(LOCTEXT("ExposeAll", "Expose All"));
HeaderWidgetRow.NameContent()
[
SNew(STextBlock)
.Text(LOCTEXT("PropertyName", "Name"))
.Font(IDetailLayoutBuilder::GetDetailFontBold())
];
HeaderWidgetRow.ValueContent()
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.AutoWidth()
.VAlign(VAlign_Center)
[
SNew(STextBlock)
.Text(LOCTEXT("ExposeAllPropertyValue", "Expose All"))
.Font(IDetailLayoutBuilder::GetDetailFontBold())
]
+SHorizontalBox::Slot()
.FillWidth(1.0f)
.HAlign(HAlign_Right)
.VAlign(VAlign_Center)
[
SNew(SCheckBox)
.IsChecked_UObject(this, &UAnimGraphNode_CustomProperty::AreAllPropertiesExposed)
.OnCheckStateChanged_UObject(this, &UAnimGraphNode_CustomProperty::OnPropertyExposeAllCheckboxChanged)
]
];
for(FProperty* Property : ExposableProperties)
{
FDetailWidgetRow& PropertyWidgetRow = CategoryBuilder.AddCustomRow(FText::FromString(Property->GetName()));
FName PropertyName = Property->GetFName();
FText PropertyTypeText = GetPropertyTypeText(Property);
FFormatNamedArguments Args;
Args.Add(TEXT("PropertyName"), FText::FromName(PropertyName));
Args.Add(TEXT("PropertyType"), PropertyTypeText);
FText TooltipText = FText::Format(LOCTEXT("PropertyTooltipText", "{PropertyName}\nType: {PropertyType}"), Args);
PropertyWidgetRow.NameContent()
[
SNew(STextBlock)
.Text(FText::FromString(Property->GetName()))
.ToolTipText(TooltipText)
.Font(IDetailLayoutBuilder::GetDetailFont())
];
PropertyWidgetRow.ValueContent()
[
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.VAlign(VAlign_Center)
.AutoWidth()
[
SNew(STextBlock)
.Text(LOCTEXT("ExposePropertyValue", "Expose:"))
.Font(IDetailLayoutBuilder::GetDetailFont())
]
+SHorizontalBox::Slot()
.FillWidth(1.0f)
.HAlign(HAlign_Right)
.VAlign(VAlign_Center)
[
SNew(SCheckBox)
.IsChecked_UObject(this, &UAnimGraphNode_CustomProperty::IsPropertyExposed, PropertyName)
.OnCheckStateChanged_UObject(this, &UAnimGraphNode_CustomProperty::OnPropertyExposeCheckboxChanged, PropertyName)
]
];
}
}
}
bool UAnimGraphNode_LinkedAnimGraphBase::IsStructuralProperty(FProperty* InProperty) const
{
return InProperty->GetFName() == GET_MEMBER_NAME_CHECKED(FAnimNode_LinkedAnimGraph, InstanceClass);
}
FString UAnimGraphNode_LinkedAnimGraphBase::GetCurrentInstanceBlueprintPath() const
{
UClass* InstanceClass = GetTargetClass();
if(InstanceClass)
{
UBlueprint* ActualBlueprint = UBlueprint::GetBlueprintFromClass(InstanceClass);
if(ActualBlueprint)
{
return ActualBlueprint->GetPathName();
}
}
return FString();
}
bool UAnimGraphNode_LinkedAnimGraphBase::OnShouldFilterInstanceBlueprint(const FAssetData& AssetData) const
{
// Check recursion
if(AssetData.IsAssetLoaded() && Cast<UBlueprint>(AssetData.GetAsset()) == GetBlueprint())
{
return true;
}
// Check skeleton
FAssetDataTagMapSharedView::FFindTagResult Result = AssetData.TagsAndValues.FindTag("TargetSkeleton");
if (Result.IsSet())
{
if (UAnimBlueprint* CurrentBlueprint = Cast<UAnimBlueprint>(GetBlueprint()))
{
FString TargetSkeletonName = FString::Printf(TEXT("%s'%s'"), *CurrentBlueprint->TargetSkeleton->GetClass()->GetName(), *CurrentBlueprint->TargetSkeleton->GetPathName());
if(Result.GetValue() != TargetSkeletonName)
{
return true;
}
}
}
return false;
}
void UAnimGraphNode_LinkedAnimGraphBase::OnSetInstanceBlueprint(const FAssetData& AssetData, IDetailLayoutBuilder* InDetailBuilder)
{
FScopedTransaction Transaction(LOCTEXT("SetInstanceBlueprint", "Set Linked Blueprint"));
Modify();
TSharedRef<IPropertyHandle> ClassHandle = InDetailBuilder->GetProperty(TEXT("Node.InstanceClass"), GetClass());
if(UAnimBlueprint* Blueprint = Cast<UAnimBlueprint>(AssetData.GetAsset()))
{
ClassHandle->SetValue(Blueprint->GetAnimBlueprintGeneratedClass());
}
else
{
ClassHandle->SetValue((UObject*)nullptr);
}
}
FPoseLinkMappingRecord UAnimGraphNode_LinkedAnimGraphBase::GetLinkIDLocation(const UScriptStruct* NodeType, UEdGraphPin* SourcePin)
{
FPoseLinkMappingRecord Record = Super::GetLinkIDLocation(NodeType, SourcePin);
if(Record.IsValid())
{
return Record;
}
else if(SourcePin->LinkedTo.Num() > 0 && SourcePin->Direction == EGPD_Input)
{
const FAnimNode_LinkedAnimGraph& Node = *GetLinkedAnimGraphNode();
check(Node.InputPoses.Num() == Node.InputPoseNames.Num());
// perform name-based logic for input pose pins
if (UAnimGraphNode_Base* LinkedNode = Cast<UAnimGraphNode_Base>(FBlueprintEditorUtils::FindFirstCompilerRelevantNode(SourcePin->LinkedTo[0])))
{
FArrayProperty* ArrayProperty = FindFieldChecked<FArrayProperty>(NodeType, GET_MEMBER_NAME_CHECKED(FAnimNode_LinkedAnimGraph, InputPoses));
int32 ArrayIndex = INDEX_NONE;
if(Node.InputPoseNames.Find(SourcePin->GetFName(), ArrayIndex))
{
check(Node.InputPoses.IsValidIndex(ArrayIndex));
return FPoseLinkMappingRecord::MakeFromArrayEntry(this, LinkedNode, ArrayProperty, ArrayIndex);
}
}
}
return FPoseLinkMappingRecord::MakeInvalid();
}
#undef LOCTEXT_NAMESPACE