Files
UnrealEngineUWP/Engine/Plugins/Runtime/ModelViewViewModel/Source/ModelViewViewModelBlueprint/Private/MVVMWidgetBlueprintExtension_View.cpp
patrick boutot 99e021c9de MVVM: Add add EMVVMBlueprintViewModelContextCreationType::Manual. An option for how to create/select a view model.
Rename a graph temporary function when the compiler didn't requested a GC at the end of the compilation.
#rb sebastian.nordgren

#ROBOMERGE-AUTHOR: patrick.boutot
#ROBOMERGE-SOURCE: CL 20106550 via CL 20107643 via CL 20108182
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)

[CL 20110552 by patrick boutot in ue5-main branch]
2022-05-09 16:35:28 -04:00

137 lines
3.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "MVVMWidgetBlueprintExtension_View.h"
#include "Blueprint/WidgetTree.h"
#include "MVVMBlueprintView.h"
#include "MVVMViewBlueprintCompiler.h"
#include "MVVMViewModelBase.h"
#include "WidgetBlueprintCompiler.h"
#include "View/MVVMViewClass.h"
void UMVVMWidgetBlueprintExtension_View::CreateBlueprintViewInstance()
{
BlueprintView = NewObject<UMVVMBlueprintView>(this);
BlueprintViewChangedDelegate.Broadcast();
}
void UMVVMWidgetBlueprintExtension_View::DestroyBlueprintViewInstance()
{
BlueprintView = nullptr;
BlueprintViewChangedDelegate.Broadcast();
}
void UMVVMWidgetBlueprintExtension_View::PostLoad()
{
Super::PostLoad();
//for (FMVVMViewBindingEditorData& Data : ViewBindings)
//{
// Data.Resolve();
//}
}
void UMVVMWidgetBlueprintExtension_View::HandlePreloadObjectsForCompilation(UBlueprint* OwningBlueprint)
{
if (BlueprintView)
{
BlueprintView->ConditionalPostLoad();
for (const FMVVMBlueprintViewBinding& Bindings : BlueprintView->GetBindings())
{
//UBlueprint::ForceLoad(Bindings.ViewModelPath);
//UBlueprint::ForceLoad(Bindings.WidgetPath);
}
for (const FMVVMBlueprintViewModelContext& AvailableViewModel : BlueprintView->GetViewModels())
{
if (AvailableViewModel.GetViewModelClass())
{
UBlueprint::ForceLoad(AvailableViewModel.GetViewModelClass().Get());
}
//UBlueprint::ForceLoad(ViewModelPropertyPath);
}
}
}
void UMVVMWidgetBlueprintExtension_View::HandleBeginCompilation(FWidgetBlueprintCompilerContext& InCreationContext)
{
CurrentCompilerContext.Reset();
if (BlueprintView)
{
for (FMVVMBlueprintViewBinding& Binding : BlueprintView->GetBindings())
{
Binding.Errors.Reset();
}
CurrentCompilerContext = MakePimpl<UE::MVVM::Private::FMVVMViewBlueprintCompiler>(InCreationContext);
}
}
void UMVVMWidgetBlueprintExtension_View::HandleEndCompilation()
{
CurrentCompilerContext.Reset();
}
void UMVVMWidgetBlueprintExtension_View::HandleCleanAndSanitizeClass(UWidgetBlueprintGeneratedClass* ClassToClean, UObject* OldCDO)
{
Super::HandleCleanAndSanitizeClass(ClassToClean, OldCDO);
if (CurrentCompilerContext)
{
CurrentCompilerContext->CleanOldData(ClassToClean, OldCDO);
}
}
void UMVVMWidgetBlueprintExtension_View::HandleCreateClassVariablesFromBlueprint(const FWidgetBlueprintCompilerContext::FCreateVariableContext& Context)
{
Super::HandleCreateClassVariablesFromBlueprint(Context);
CurrentCompilerContext->CreateVariables(Context, GetBlueprintView());
}
void UMVVMWidgetBlueprintExtension_View::HandleCreateFunctionList()
{
Super::HandleCreateFunctionList();
if (CurrentCompilerContext)
{
CurrentCompilerContext->CreateFunctions(BlueprintView);
}
}
void UMVVMWidgetBlueprintExtension_View::HandleFinishCompilingClass(UWidgetBlueprintGeneratedClass* Class)
{
Super::HandleFinishCompilingClass(Class);
check(CurrentCompilerContext);
if (CurrentCompilerContext->GetCompilerContext().bAssignDelegateSignatureFunction)
{
CurrentCompilerContext->CleanTemporaries(Class);
return;
}
UMVVMViewClass* ViewExtension = nullptr;
bool bCompiled = false;
if (CurrentCompilerContext->PreCompile(Class, BlueprintView))
{
ViewExtension = NewObject<UMVVMViewClass>(Class);
bCompiled = CurrentCompilerContext->Compile(Class, BlueprintView, ViewExtension);
}
CurrentCompilerContext->CleanTemporaries(Class);
if (bCompiled)
{
check(ViewExtension);
CurrentCompilerContext->AddExtension(Class, ViewExtension);
}
}