Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Private/SStateTreeViewRow.h
mikko mononen ef8889a1c4 StateTree: Added functionality to call and reuse a subtree
- Removed unnecessary checks for specific transition (handled in enter state logic)
- Added state type to StateTreeState, State, Group, or Linked
- StateTreeState property customization hides properties based on type
- Allow a state to link to another state
- Changed baker binding validation to handle linked states
- Added linked state handling in execution context
- Updated UI deal with linked states
- Updated gameplay debugger to deal with linked states
- Moved automatic Root state adding from Editor data to editor open (tests were broken due to extra root state)
- Fixed tests and added simple test for linked state
- Added meta to tag to state link to allow to select only direct states (no next, etc)
- Added counter to track state changes (mainly for debugging)

#jira UE-147509
#review
#preflight 624beb69637925b5d306d8e7

[CL 19621621 by mikko mononen in ue5-main branch]
2022-04-05 03:20:57 -04:00

78 lines
2.6 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 FStateTreeViewModel;
class SStateTreeViewRow : public STableRow<UStateTreeState*>
{
public:
SLATE_BEGIN_ARGS(SStateTreeViewRow)
{
}
SLATE_END_ARGS()
void Construct(const FArguments& InArgs, const TSharedRef<STableViewBase>& InOwnerTableView, UStateTreeState* InState, TSharedRef<FStateTreeViewModel> InStateTreeViewModel);
void RequestRename();
private:
FSlateColor GetTitleColor() const;
FText GetStateDesc() const;
EVisibility GetConditionVisibility() const;
EVisibility GetSelectorVisibility() const;
EVisibility GetEvaluatorsVisibility() const;
FText GetEvaluatorsDesc() 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 EStateTreeTransitionEvent Event) const;
FText GetTransitionsIcon(const UStateTreeState& State, const EStateTreeTransitionEvent Event) const;
EVisibility GetTransitionsVisibility(const UStateTreeState& State, const EStateTreeTransitionEvent Event) const;
bool HasParentTransitionForEvent(const UStateTreeState& State, const EStateTreeTransitionEvent Event) const;
bool IsRoutine() const;
bool IsSelected() const;
bool VerifyNodeTextChanged(const FText& NewLabel, FText& OutErrorMessage);
void HandleNodeLabelTextCommitted(const FText& NewLabel, ETextCommit::Type CommitType);
FReply HandleDragDetected(const FGeometry&, const FPointerEvent&);
TOptional<EItemDropZone> HandleCanAcceptDrop(const FDragDropEvent& DragDropEvent, EItemDropZone DropZone, UStateTreeState* TargetState);
FReply HandleAcceptDrop(const FDragDropEvent& DragDropEvent, EItemDropZone DropZone, UStateTreeState* TargetState);
TSharedPtr<FStateTreeViewModel> StateTreeViewModel;
TWeakObjectPtr<UStateTreeState> WeakState;
TSharedPtr<SInlineEditableTextBlock> NameTextBlock;
};