Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Private/StateTreePropertyHelpers.h
mikko mononen 667a0bf417 StateTree: Remove V1
#jira none
#review-17748193
#robomerge 5.0

[CL 17882720 by mikko mononen in ue5-main branch]
2021-10-21 04:08:20 -04:00

123 lines
2.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "PropertyEditorModule.h"
#include "Editor.h"
struct FGuid;
struct FSlateBrush;
#define LOCTEXT_NAMESPACE "StateTreeEditor"
namespace UE::StateTree::PropertyHelpers {
/**
* Gets a struct value from property handle, checks type before access. Expects T is struct.
* @param ValueProperty Handle to property where value is got from.
* @return Requested value as optional, in case of multiple values the optional is unset.
*/
template<typename T>
FPropertyAccess::Result GetStructValue(const TSharedPtr<IPropertyHandle>& ValueProperty, T& OutValue)
{
if (!ValueProperty)
{
return FPropertyAccess::Fail;
}
FStructProperty* StructProperty = CastFieldChecked<FStructProperty>(ValueProperty->GetProperty());
check(StructProperty);
check(StructProperty->Struct == TBaseStructure<T>::Get());
T Value = T();
bool bValueSet = false;
TArray<void*> RawData;
ValueProperty->AccessRawData(RawData);
for (void* Data : RawData)
{
if (Data)
{
const T& CurValue = *reinterpret_cast<T*>(Data);
if (!bValueSet)
{
bValueSet = true;
Value = CurValue;
}
else if (CurValue != Value)
{
// Multiple values
return FPropertyAccess::MultipleValues;
}
}
}
OutValue = Value;
return FPropertyAccess::Success;
}
/**
* Sets a struct property to specific value, checks type before access. Expects T is struct.
* @param ValueProperty Handle to property where value is got from.
* @return Requested value as optional, in case of multiple values the optional is unset.
*/
template<typename T>
FPropertyAccess::Result SetStructValue(const TSharedPtr<IPropertyHandle>& ValueProperty, const T& NewValue, EPropertyValueSetFlags::Type Flags = 0)
{
if (!ValueProperty)
{
return FPropertyAccess::Fail;
}
FStructProperty* StructProperty = CastFieldChecked<FStructProperty>(ValueProperty->GetProperty());
if (!StructProperty)
{
return FPropertyAccess::Fail;
}
if (StructProperty->Struct != TBaseStructure<T>::Get())
{
return FPropertyAccess::Fail;
}
const bool bTransactable = (Flags & EPropertyValueSetFlags::NotTransactable) == 0;
bool bNotifiedPreChange = false;
TArray<void*> RawData;
ValueProperty->AccessRawData(RawData);
for (void* Data : RawData)
{
if (Data)
{
if (!bNotifiedPreChange)
{
if (bTransactable && GEditor)
{
GEditor->BeginTransaction(FText::Format(LOCTEXT("SetPropertyValue", "Set {0}"), ValueProperty->GetPropertyDisplayName()));
}
ValueProperty->NotifyPreChange();
bNotifiedPreChange = true;
}
T* Value = reinterpret_cast<T*>(Data);
*Value = NewValue;
}
}
if (bNotifiedPreChange)
{
ValueProperty->NotifyPostChange(EPropertyChangeType::ValueSet);
if (bTransactable && GEditor)
{
GEditor->EndTransaction();
}
}
ValueProperty->NotifyFinishedChangingProperties();
return FPropertyAccess::Success;
}
} // UE::StateTree::PropertyHelpers
#undef LOCTEXT_NAMESPACE