Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Private/SStateTreeViewRow.h
mikko mononen a43fd72984 StateTree: Editor fixes
- Updated add button to new positive button style
- Change the add-state logic to add to root or subtrees if context is present (e.g. add after)
- Renamed UStateTreeState::LinkedState to LinkedSubtree to indicate what kind of state is expected
- Removed strong reference from the treeview (was preventing a StateTree asset being deleted)
- Fixed bad colors when renaming a state

#jira UE-151757, UE-151874, UE-163569, UE-150568
#rb Mieszko.Zielinski
#preflight 63369601f76de2d4d5977b94

[CL 22271644 by mikko mononen in ue5-main branch]
2022-09-30 11:31:57 -04:00

76 lines
2.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "StateTreeState.h"
#include "Widgets/Views/STableRow.h"
class UStateTreeEditorData;
class SStateTreeView;
class SInlineEditableTextBlock;
class SScrollBox;
class FStateTreeViewModel;
class SStateTreeViewRow : public STableRow<TWeakObjectPtr<UStateTreeState>>
{
public:
SLATE_BEGIN_ARGS(SStateTreeViewRow)
{
}
SLATE_END_ARGS()
void Construct(const FArguments& InArgs, const TSharedRef<STableViewBase>& InOwnerTableView, TWeakObjectPtr<UStateTreeState> InState, const TSharedPtr<SScrollBox>& ViewBox, TSharedRef<FStateTreeViewModel> InStateTreeViewModel);
void RequestRename() const;
private:
FSlateColor GetTitleColor() const;
FText GetStateDesc() const;
EVisibility GetConditionVisibility() const;
EVisibility GetSelectorVisibility() const;
FText GetSelectorDesc() const;
EVisibility GetTasksVisibility() const;
FText GetTasksDesc() const;
EVisibility GetLinkedStateVisibility() const;
FText GetLinkedStateDesc() const;
EVisibility GetCompletedTransitionVisibility() const;
FText GetCompletedTransitionsDesc() const;
FText GetCompletedTransitionsIcon() const;
EVisibility GetSucceededTransitionVisibility() const;
FText GetSucceededTransitionDesc() const;
FText GetSucceededTransitionIcon() const;
EVisibility GetFailedTransitionVisibility() const;
FText GetFailedTransitionDesc() const;
FText GetFailedTransitionIcon() const;
EVisibility GetConditionalTransitionsVisibility() const;
FText GetConditionalTransitionsDesc() const;
FText GetTransitionsDesc(const UStateTreeState& State, const EStateTreeTransitionTrigger Trigger, const bool bUseMask = false) const;
FText GetTransitionsIcon(const UStateTreeState& State, const EStateTreeTransitionTrigger Trigger, const bool bUseMask = false) const;
EVisibility GetTransitionsVisibility(const UStateTreeState& State, const EStateTreeTransitionTrigger Trigger) const;
bool HasParentTransitionForTrigger(const UStateTreeState& State, const EStateTreeTransitionTrigger Trigger) const;
bool IsRootState() const;
bool IsStateSelected() const;
void HandleNodeLabelTextCommitted(const FText& NewLabel, ETextCommit::Type CommitType) const;
FReply HandleDragDetected(const FGeometry&, const FPointerEvent&) const;
TOptional<EItemDropZone> HandleCanAcceptDrop(const FDragDropEvent& DragDropEvent, EItemDropZone DropZone, TWeakObjectPtr<UStateTreeState> TargetState) const;
FReply HandleAcceptDrop(const FDragDropEvent& DragDropEvent, EItemDropZone DropZone, TWeakObjectPtr<UStateTreeState> TargetState) const;
TSharedPtr<FStateTreeViewModel> StateTreeViewModel;
TWeakObjectPtr<UStateTreeState> WeakState;
TSharedPtr<SInlineEditableTextBlock> NameTextBlock;
};