Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Private/StateTreeViewModel.cpp
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

528 lines
12 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeViewModel.h"
#include "Templates/SharedPointer.h"
#include "StateTree.h"
#include "StateTreeEditorData.h"
#include "StateTreeState.h"
#include "StateTreeTaskBase.h"
#include "StateTreeDelegates.h"
#include "Editor.h"
#include "EditorSupportDelegates.h"
#include "ScopedTransaction.h"
#include "Modules/ModuleManager.h"
#include "AIGraphTypes.h" // Class cache
#include "StateTreeEditorModule.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#define LOCTEXT_NAMESPACE "StateTreeEditor"
namespace FStateTreeViewUtilities
{
// Remove state from the array. Recurses into children if no match found.
bool RemoveRecursive(TArray<UStateTreeState*>& Array, UStateTreeState* StateToRemove)
{
if (!StateToRemove)
{
return false;
}
int32 ItemIndex = Array.Find(StateToRemove);
if (ItemIndex != INDEX_NONE)
{
Array.RemoveAt(ItemIndex);
StateToRemove->Parent = nullptr;
return true;
}
// Did not successfully remove an item. Try all the children.
for (int32 i = 0; i < Array.Num(); ++i)
{
if (RemoveRecursive(Array[i]->Children, StateToRemove))
{
return true;
}
}
return false;
}
// Insert state in the array relative to target state. Recurses into children if no match found.
bool InsertRecursive(UStateTreeState* ParentState, TArray<UStateTreeState*>& ParentArray, UStateTreeState* TargetState, UStateTreeState* StateToInsert, int32 RelativeLocation)
{
if (!StateToInsert || !TargetState)
{
return false;
}
const int32 TargetIndex = ParentArray.Find(TargetState);
if (TargetIndex != INDEX_NONE)
{
if (RelativeLocation == -1)
{
ParentArray.Insert(StateToInsert, TargetIndex);
StateToInsert->Parent = ParentState;
}
else if (RelativeLocation == 1)
{
ParentArray.Insert(StateToInsert, TargetIndex + 1);
StateToInsert->Parent = ParentState;
}
else
{
ensure(RelativeLocation == 0);
ParentArray[TargetIndex]->Children.Insert(StateToInsert, 0);
StateToInsert->Parent = ParentArray[TargetIndex];
}
return true;
}
for (int32 i = 0; i < ParentArray.Num(); ++i)
{
if (InsertRecursive(ParentArray[i], ParentArray[i]->Children, TargetState, StateToInsert, RelativeLocation))
{
return true;
}
}
return false;
}
// Removes states from the array which are children of any other state.
void RemoveContainedChildren(TArray<UStateTreeState*>& States)
{
TSet<UStateTreeState*> UniqueStates;
for (UStateTreeState* State : States)
{
UniqueStates.Add(State);
}
for (int32 i = 0; i < States.Num(); )
{
UStateTreeState* State = States[i];
// Walk up the parent state sand if the current state
// exists in any of them, remove it.
UStateTreeState* StateParent = State->Parent;
bool bShouldRemove = false;
while (StateParent)
{
if (UniqueStates.Contains(StateParent))
{
bShouldRemove = true;
break;
}
StateParent = StateParent->Parent;
}
if (bShouldRemove)
{
States.RemoveAt(i);
}
else
{
i++;
}
}
}
// Returns true if the state is child of parent state.
bool IsChildOf(const UStateTreeState* ParentState, const UStateTreeState* State)
{
for (const UStateTreeState* Child : ParentState->Children)
{
if (Child == State)
{
return true;
}
if (IsChildOf(Child, State))
{
return true;
}
}
return false;
}
};
FStateTreeViewModel::FStateTreeViewModel()
: TreeData(nullptr)
{
}
FStateTreeViewModel::~FStateTreeViewModel()
{
GEditor->UnregisterForUndo(this);
UE::StateTree::Delegates::OnIdentifierChanged.RemoveAll(this);
}
void FStateTreeViewModel::Init(UStateTreeEditorData* InTreeData)
{
TreeData = InTreeData;
GEditor->RegisterForUndo(this);
UE::StateTree::Delegates::OnIdentifierChanged.AddSP(this, &FStateTreeViewModel::HandleIdentifierChanged);
}
void FStateTreeViewModel::HandleIdentifierChanged(const UStateTree& StateTree)
{
const UStateTree* OuterStateTree = TreeData ? Cast<UStateTree>(TreeData->GetOuter()) : nullptr;
if (OuterStateTree == &StateTree)
{
OnAssetChanged.Broadcast();
}
}
void FStateTreeViewModel::NotifyAssetChangedExternally()
{
OnAssetChanged.Broadcast();
}
void FStateTreeViewModel::NotifyStatesChangedExternally(const TSet<UStateTreeState*>& ChangedStates, const FPropertyChangedEvent& PropertyChangedEvent)
{
OnStatesChanged.Broadcast(ChangedStates, PropertyChangedEvent);
}
TArray<UStateTreeState*>* FStateTreeViewModel::GetRoutines()
{
return TreeData ? &TreeData->Routines : nullptr;
}
void FStateTreeViewModel::PostUndo(bool bSuccess)
{
// TODO: see if we can narrow this down.
OnAssetChanged.Broadcast();
}
void FStateTreeViewModel::PostRedo(bool bSuccess)
{
OnAssetChanged.Broadcast();
}
void FStateTreeViewModel::ClearSelection()
{
SelectedStates.Reset();
TArray<UStateTreeState*> SelectedStatesArr;
OnSelectionChanged.Broadcast(SelectedStatesArr);
}
void FStateTreeViewModel::SetSelection(UStateTreeState* SelectedState)
{
SelectedStates.Reset();
SelectedStates.Add(SelectedState);
TArray<UStateTreeState*> SelectedStatesArr;
SelectedStatesArr.Add(SelectedState);
OnSelectionChanged.Broadcast(SelectedStatesArr);
}
void FStateTreeViewModel::SetSelection(const TArray<UStateTreeState*>& InSelectedStates)
{
SelectedStates.Reset();
for (UStateTreeState* State : InSelectedStates)
{
if (State)
{
SelectedStates.Add(State);
}
}
TArray<FGuid> SelectedTaskIDArr;
OnSelectionChanged.Broadcast(InSelectedStates);
}
bool FStateTreeViewModel::IsSelected(const UStateTreeState* State) const
{
return SelectedStates.Contains(State);
}
bool FStateTreeViewModel::IsChildOfSelection(const UStateTreeState* State) const
{
for (const FWeakObjectPtr& WeakSelectedState : SelectedStates)
{
if (const UStateTreeState* SelectedState = Cast<UStateTreeState>(WeakSelectedState.Get()))
{
if (SelectedState == State)
{
return true;
}
else
{
if (FStateTreeViewUtilities::IsChildOf(SelectedState, State))
{
return true;
}
}
}
}
return false;
}
void FStateTreeViewModel::GetSelectedStates(TArray<UStateTreeState*>& OutSelectedStates)
{
OutSelectedStates.Reset();
for (FWeakObjectPtr& WeakState : SelectedStates)
{
if (UStateTreeState* State = Cast<UStateTreeState>(WeakState.Get()))
{
OutSelectedStates.Add(State);
}
}
}
void FStateTreeViewModel::GetPersistentExpandedStates(TSet<UStateTreeState*>& OutExpandedStates)
{
OutExpandedStates.Reset();
if (!TreeData)
{
return;
}
for (UStateTreeState* Routine : TreeData->Routines)
{
GetExpandedStatesRecursive(Routine, OutExpandedStates);
}
}
void FStateTreeViewModel::GetExpandedStatesRecursive(UStateTreeState* State, TSet<UStateTreeState*>& OutExpandedStates)
{
if (State->bExpanded)
{
OutExpandedStates.Add(State);
}
for (UStateTreeState* Child : State->Children)
{
GetExpandedStatesRecursive(Child, OutExpandedStates);
}
}
void FStateTreeViewModel::SetPersistentExpandedStates(TSet<UStateTreeState*>& InExpandedStates)
{
if (!TreeData)
{
return;
}
TreeData->Modify();
for (UStateTreeState* State : InExpandedStates)
{
if (State)
{
State->bExpanded = true;
}
}
}
void FStateTreeViewModel::AddState(UStateTreeState* AfterState)
{
if (!TreeData)
{
return;
}
const FScopedTransaction Transaction(LOCTEXT("AddStateTransaction", "Add State"));
UStateTreeState* NewState = NewObject<UStateTreeState>(TreeData, FName(), RF_Transactional);
UStateTreeState* ParentState = nullptr;
if (AfterState)
{
ParentState = AfterState->Parent;
if (ParentState)
{
ParentState->Modify();
NewState->Parent = ParentState;
}
else
{
TreeData->Modify();
NewState->Parent = nullptr;
}
TArray<UStateTreeState*>& ArrayToAddTo = ParentState ? ParentState->Children : TreeData->Routines;
FStateTreeViewUtilities::InsertRecursive(ParentState, ArrayToAddTo, AfterState, NewState, 1); // Insert after
}
else
{
TreeData->Modify();
NewState->Parent = nullptr;
TreeData->Routines.Add(NewState);
}
OnStateAdded.Broadcast(ParentState, NewState);
}
void FStateTreeViewModel::AddChildState(UStateTreeState* ParentState)
{
if (!TreeData || !ParentState)
{
return;
}
const FScopedTransaction Transaction(LOCTEXT("AddChildStateTransaction", "Add Child State"));
TreeData->Modify();
UStateTreeState* NewState = NewObject<UStateTreeState>(TreeData, FName(), RF_Transactional);
ParentState->Children.Add(NewState);
NewState->Parent = ParentState;
OnStateAdded.Broadcast(ParentState, NewState);
}
void FStateTreeViewModel::RenameState(UStateTreeState* State, FName NewName)
{
if (!State)
{
return;
}
const FScopedTransaction Transaction(LOCTEXT("RenameTransaction", "Rename"));
State->Modify();
State->Name = NewName;
TSet<UStateTreeState*> AffectedStates;
AffectedStates.Add(State);
FProperty* NameProperty = FindFProperty<FProperty>(UStateTreeState::StaticClass(), GET_MEMBER_NAME_CHECKED(UStateTreeState, Name));
FPropertyChangedEvent PropertyChangedEvent(NameProperty, EPropertyChangeType::ValueSet);
OnStatesChanged.Broadcast(AffectedStates, PropertyChangedEvent);
}
void FStateTreeViewModel::RemoveSelectedStates()
{
if (!TreeData)
{
return;
}
TArray<UStateTreeState*> States;
GetSelectedStates(States);
// Remove items whose parent also exists in the selection.
FStateTreeViewUtilities::RemoveContainedChildren(States);
if (States.Num() > 0)
{
const FScopedTransaction Transaction(LOCTEXT("DeleteStateTransaction", "Delete State"));
TSet<UStateTreeState*> AffectedParents;
for (UStateTreeState* State : States)
{
if (State)
{
if (UStateTreeState* ParentState = State->Parent)
{
AffectedParents.Add(ParentState);
ParentState->Modify();
FStateTreeViewUtilities::RemoveRecursive(ParentState->Children, State);
}
else
{
AffectedParents.Add(nullptr);
TreeData->Modify();
FStateTreeViewUtilities::RemoveRecursive(TreeData->Routines, State);
}
}
}
OnStatesRemoved.Broadcast(AffectedParents);
ClearSelection();
}
}
void FStateTreeViewModel::MoveSelectedStatesBefore(UStateTreeState* TargetState)
{
MoveSelectedStates(TargetState, -1);
}
void FStateTreeViewModel::MoveSelectedStatesAfter(UStateTreeState* TargetState)
{
MoveSelectedStates(TargetState, 1);
}
void FStateTreeViewModel::MoveSelectedStatesInto(UStateTreeState* TargetState)
{
MoveSelectedStates(TargetState, 0);
}
void FStateTreeViewModel::MoveSelectedStates(UStateTreeState* TargetState, int32 RelativeLocation)
{
if (!TreeData || !TargetState)
{
return;
}
TArray<UStateTreeState*> States;
GetSelectedStates(States);
UStateTreeState* TargetParent = TargetState->Parent;
// Remove child items whose parent also exists in the selection.
FStateTreeViewUtilities::RemoveContainedChildren(States);
FStateTreeViewUtilities::RemoveRecursive(States, TargetState);
if (States.Num() > 0 && TargetState)
{
const FScopedTransaction Transaction(LOCTEXT("MoveTransaction", "Move"));
TSet<UStateTreeState*> AffectedParents;
TSet<UStateTreeState*> AffectedStates;
AffectedParents.Add(TargetParent);
for (int32 i = States.Num() - 1; i >= 0; i--)
{
if (UStateTreeState* State = States[i])
{
AffectedParents.Add(State->Parent);
}
}
for (UStateTreeState* Parent : AffectedParents)
{
if (Parent)
{
Parent->Modify();
}
else
{
TreeData->Modify();
}
}
// Add in reverse order to keep the original order.
for (int32 i = States.Num() - 1; i >= 0; i--)
{
if (UStateTreeState* SelectedState = States[i])
{
UStateTreeState* SelectedParent = SelectedState->Parent;
AffectedStates.Add(SelectedState);
TArray<UStateTreeState*>& ArrayToRemoveFrom = SelectedParent ? SelectedParent->Children : TreeData->Routines;
TArray<UStateTreeState*>& ArrayToMoveTo = TargetParent ? TargetParent->Children : TreeData->Routines;
FStateTreeViewUtilities::RemoveRecursive(ArrayToRemoveFrom, SelectedState);
FStateTreeViewUtilities::InsertRecursive(TargetParent, ArrayToMoveTo, TargetState, SelectedState, RelativeLocation);
}
}
OnStatesMoved.Broadcast(AffectedParents, AffectedStates);
SetSelection(States);
}
}
#undef LOCTEXT_NAMESPACE