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

603 lines
15 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 "StateTreeEditorModule.h"
#include "Framework/MultiBox/MultiBoxBuilder.h"
#define LOCTEXT_NAMESPACE "StateTreeEditor"
namespace UE::StateTree::Editor
{
// 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()
: TreeDataWeak(nullptr)
{
}
FStateTreeViewModel::~FStateTreeViewModel()
{
GEditor->UnregisterForUndo(this);
UE::StateTree::Delegates::OnIdentifierChanged.RemoveAll(this);
}
void FStateTreeViewModel::Init(UStateTreeEditorData* InTreeData)
{
TreeDataWeak = InTreeData;
GEditor->RegisterForUndo(this);
UE::StateTree::Delegates::OnIdentifierChanged.AddSP(this, &FStateTreeViewModel::HandleIdentifierChanged);
}
void FStateTreeViewModel::HandleIdentifierChanged(const UStateTree& StateTree) const
{
UStateTreeEditorData* TreeData = TreeDataWeak.Get();
const UStateTree* OuterStateTree = TreeData ? Cast<UStateTree>(TreeData->GetOuter()) : nullptr;
if (OuterStateTree == &StateTree)
{
OnAssetChanged.Broadcast();
}
}
void FStateTreeViewModel::NotifyAssetChangedExternally() const
{
OnAssetChanged.Broadcast();
}
void FStateTreeViewModel::NotifyStatesChangedExternally(const TSet<UStateTreeState*>& ChangedStates, const FPropertyChangedEvent& PropertyChangedEvent) const
{
OnStatesChanged.Broadcast(ChangedStates, PropertyChangedEvent);
}
TArray<UStateTreeState*>* FStateTreeViewModel::GetSubTrees() const
{
UStateTreeEditorData* TreeData = TreeDataWeak.Get();
return TreeData != nullptr ? &ToRawPtrTArrayUnsafe(TreeData->SubTrees) : nullptr;
}
int32 FStateTreeViewModel::GetSubTreeCount() const
{
UStateTreeEditorData* TreeData = TreeDataWeak.Get();
return TreeData != nullptr ? TreeData->SubTrees.Num() : 0;
}
void FStateTreeViewModel::GetSubTrees(TArray<TWeakObjectPtr<UStateTreeState>>& OutSubtrees) const
{
OutSubtrees.Reset();
if (UStateTreeEditorData* TreeData = TreeDataWeak.Get())
{
for (UStateTreeState* Subtree : TreeData->SubTrees)
{
OutSubtrees.Add(Subtree);
}
}
}
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();
const TArray<TWeakObjectPtr<UStateTreeState>> SelectedStatesArr;
OnSelectionChanged.Broadcast(SelectedStatesArr);
}
void FStateTreeViewModel::SetSelection(UStateTreeState* Selected)
{
SelectedStates.Reset();
SelectedStates.Add(Selected);
TArray<TWeakObjectPtr<UStateTreeState>> SelectedStatesArr;
SelectedStatesArr.Add(Selected);
OnSelectionChanged.Broadcast(SelectedStatesArr);
}
void FStateTreeViewModel::SetSelection(const TArray<TWeakObjectPtr<UStateTreeState>>& InSelectedStates)
{
SelectedStates.Reset();
for (const TWeakObjectPtr<UStateTreeState>& State : InSelectedStates)
{
if (State.Get())
{
SelectedStates.Add(State);
}
}
TArray<FGuid> SelectedTaskIDArr;
OnSelectionChanged.Broadcast(InSelectedStates);
}
bool FStateTreeViewModel::IsSelected(const UStateTreeState* State) const
{
const TWeakObjectPtr<UStateTreeState> WeakState = const_cast<UStateTreeState*>(State);
return SelectedStates.Contains(WeakState);
}
bool FStateTreeViewModel::IsChildOfSelection(const UStateTreeState* State) const
{
for (const TWeakObjectPtr<UStateTreeState>& WeakSelectedState : SelectedStates)
{
if (const UStateTreeState* SelectedState = Cast<UStateTreeState>(WeakSelectedState.Get()))
{
if (SelectedState == State)
{
return true;
}
if (UE::StateTree::Editor::IsChildOf(SelectedState, State))
{
return true;
}
}
}
return false;
}
void FStateTreeViewModel::GetSelectedStates(TArray<UStateTreeState*>& OutSelectedStates)
{
OutSelectedStates.Reset();
for (TWeakObjectPtr<UStateTreeState>& WeakState : SelectedStates)
{
if (UStateTreeState* State = WeakState.Get())
{
OutSelectedStates.Add(State);
}
}
}
void FStateTreeViewModel::GetSelectedStates(TArray<TWeakObjectPtr<UStateTreeState>>& OutSelectedStates)
{
OutSelectedStates.Reset();
for (TWeakObjectPtr<UStateTreeState>& WeakState : SelectedStates)
{
if (WeakState.Get())
{
OutSelectedStates.Add(WeakState);
}
}
}
bool FStateTreeViewModel::HasSelection() const
{
return SelectedStates.Num() > 0;
}
void FStateTreeViewModel::GetPersistentExpandedStates(TSet<TWeakObjectPtr<UStateTreeState>>& OutExpandedStates)
{
OutExpandedStates.Reset();
if (UStateTreeEditorData* TreeData = TreeDataWeak.Get())
{
for (UStateTreeState* SubTree : TreeData->SubTrees)
{
GetExpandedStatesRecursive(SubTree, OutExpandedStates);
}
}
}
void FStateTreeViewModel::GetExpandedStatesRecursive(UStateTreeState* State, TSet<TWeakObjectPtr<UStateTreeState>>& OutExpandedStates)
{
if (State->bExpanded)
{
OutExpandedStates.Add(State);
}
for (UStateTreeState* Child : State->Children)
{
GetExpandedStatesRecursive(Child, OutExpandedStates);
}
}
void FStateTreeViewModel::SetPersistentExpandedStates(TSet<TWeakObjectPtr<UStateTreeState>>& InExpandedStates)
{
UStateTreeEditorData* TreeData = TreeDataWeak.Get();
if (TreeData == nullptr)
{
return;
}
TreeData->Modify();
for (TWeakObjectPtr<UStateTreeState>& WeakState : InExpandedStates)
{
if (UStateTreeState* State = WeakState.Get())
{
State->bExpanded = true;
}
}
}
void FStateTreeViewModel::AddState(UStateTreeState* AfterState)
{
UStateTreeEditorData* TreeData = TreeDataWeak.Get();
if (TreeData == nullptr)
{
return;
}
const FScopedTransaction Transaction(LOCTEXT("AddStateTransaction", "Add State"));
UStateTreeState* NewState = NewObject<UStateTreeState>(TreeData, FName(), RF_Transactional);
UStateTreeState* ParentState = nullptr;
if (AfterState == nullptr)
{
// If no subtrees, add a subtree, or add to the root state.
if (TreeData->SubTrees.IsEmpty())
{
TreeData->Modify();
TreeData->SubTrees.Add(NewState);
}
else
{
UStateTreeState* RootState = TreeData->SubTrees[0];
if (ensureMsgf(RootState, TEXT("%s: Root state is empty."), *GetNameSafe(TreeData->GetOuter())))
{
RootState->Modify();
RootState->Children.Add(NewState);
NewState->Parent = RootState;
ParentState = RootState;
}
}
}
else
{
ParentState = AfterState->Parent;
if (ParentState != nullptr)
{
ParentState->Modify();
}
else
{
TreeData->Modify();
}
TArray<UStateTreeState*>& ParentArray = ParentState ? ParentState->Children : TreeData->SubTrees;
const int32 TargetIndex = ParentArray.Find(AfterState);
if (TargetIndex != INDEX_NONE)
{
// Insert After
ParentArray.Insert(NewState, TargetIndex + 1);
NewState->Parent = ParentState;
}
else
{
// Fallback, should never happen.
ensureMsgf(false, TEXT("%s: Failed to find specified target state %s on state %s while adding new state."), *GetNameSafe(TreeData->GetOuter()), *GetNameSafe(AfterState), *GetNameSafe(ParentState));
ParentArray.Add(NewState);
NewState->Parent = ParentState;
}
}
OnStateAdded.Broadcast(ParentState, NewState);
}
void FStateTreeViewModel::AddChildState(UStateTreeState* ParentState)
{
UStateTreeEditorData* TreeData = TreeDataWeak.Get();
if (TreeData == nullptr || ParentState == nullptr)
{
return;
}
const FScopedTransaction Transaction(LOCTEXT("AddChildStateTransaction", "Add Child State"));
UStateTreeState* NewState = NewObject<UStateTreeState>(ParentState, FName(), RF_Transactional);
ParentState->Modify();
ParentState->Children.Add(NewState);
NewState->Parent = ParentState;
OnStateAdded.Broadcast(ParentState, NewState);
}
void FStateTreeViewModel::RenameState(UStateTreeState* State, FName NewName)
{
if (State == nullptr)
{
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()
{
UStateTreeEditorData* TreeData = TreeDataWeak.Get();
if (TreeData == nullptr)
{
return;
}
TArray<UStateTreeState*> States;
GetSelectedStates(States);
// Remove items whose parent also exists in the selection.
UE::StateTree::Editor::RemoveContainedChildren(States);
if (States.Num() > 0)
{
const FScopedTransaction Transaction(LOCTEXT("DeleteStateTransaction", "Delete State"));
TSet<UStateTreeState*> AffectedParents;
for (UStateTreeState* StateToRemove : States)
{
if (StateToRemove)
{
StateToRemove->Modify();
UStateTreeState* ParentState = StateToRemove->Parent;
if (ParentState != nullptr)
{
AffectedParents.Add(ParentState);
ParentState->Modify();
}
else
{
AffectedParents.Add(nullptr);
TreeData->Modify();
}
TArray<UStateTreeState*>& ArrayToRemoveFrom = ParentState ? ParentState->Children : TreeData->SubTrees;
const int32 ItemIndex = ArrayToRemoveFrom.Find(StateToRemove);
if (ItemIndex != INDEX_NONE)
{
ArrayToRemoveFrom.RemoveAt(ItemIndex);
StateToRemove->Parent = nullptr;
}
}
}
OnStatesRemoved.Broadcast(AffectedParents);
ClearSelection();
}
}
void FStateTreeViewModel::MoveSelectedStatesBefore(UStateTreeState* TargetState)
{
MoveSelectedStates(TargetState, FStateTreeViewModelInsert::Before);
}
void FStateTreeViewModel::MoveSelectedStatesAfter(UStateTreeState* TargetState)
{
MoveSelectedStates(TargetState, FStateTreeViewModelInsert::After);
}
void FStateTreeViewModel::MoveSelectedStatesInto(UStateTreeState* TargetState)
{
MoveSelectedStates(TargetState, FStateTreeViewModelInsert::Into);
}
void FStateTreeViewModel::MoveSelectedStates(UStateTreeState* TargetState, const FStateTreeViewModelInsert RelativeLocation)
{
UStateTreeEditorData* TreeData = TreeDataWeak.Get();
if (TreeData == nullptr || TargetState == nullptr)
{
return;
}
TArray<UStateTreeState*> States;
GetSelectedStates(States);
// Remove child items whose parent also exists in the selection.
UE::StateTree::Editor::RemoveContainedChildren(States);
// Remove states which contain target state as child.
States.RemoveAll([TargetState](const UStateTreeState* State)
{
return UE::StateTree::Editor::IsChildOf(State, TargetState);
});
if (States.Num() > 0 && TargetState != nullptr)
{
const FScopedTransaction Transaction(LOCTEXT("MoveTransaction", "Move"));
TSet<UStateTreeState*> AffectedParents;
TSet<UStateTreeState*> AffectedStates;
UStateTreeState* TargetParent = TargetState->Parent;
if (RelativeLocation == FStateTreeViewModelInsert::Into)
{
AffectedParents.Add(TargetState);
}
else
{
AffectedParents.Add(TargetParent);
}
for (int32 i = States.Num() - 1; i >= 0; i--)
{
if (UStateTreeState* State = States[i])
{
State->Modify();
if (State->Parent)
{
AffectedParents.Add(State->Parent);
}
}
}
if (RelativeLocation == FStateTreeViewModelInsert::Into)
{
// Move into
TargetState->Modify();
}
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])
{
AffectedStates.Add(SelectedState);
UStateTreeState* SelectedParent = SelectedState->Parent;
// Remove from current parent
TArray<UStateTreeState*>& ArrayToRemoveFrom = SelectedParent ? SelectedParent->Children : TreeData->SubTrees;
const int32 ItemIndex = ArrayToRemoveFrom.Find(SelectedState);
if (ItemIndex != INDEX_NONE)
{
ArrayToRemoveFrom.RemoveAt(ItemIndex);
SelectedState->Parent = nullptr;
}
// Insert to new parent
if (RelativeLocation == FStateTreeViewModelInsert::Into)
{
// Into
TargetState->Children.Insert(SelectedState, /*Index*/0);
SelectedState->Parent = TargetState;
}
else
{
TArray<UStateTreeState*>& ArrayToMoveTo = TargetParent ? TargetParent->Children : TreeData->SubTrees;
const int32 TargetIndex = ArrayToMoveTo.Find(TargetState);
if (TargetIndex != INDEX_NONE)
{
if (RelativeLocation == FStateTreeViewModelInsert::Before)
{
// Before
ArrayToMoveTo.Insert(SelectedState, TargetIndex);
SelectedState->Parent = TargetParent;
}
else if (RelativeLocation == FStateTreeViewModelInsert::After)
{
// After
ArrayToMoveTo.Insert(SelectedState, TargetIndex + 1);
SelectedState->Parent = TargetParent;
}
}
else
{
// Fallback, should never happen.
ensureMsgf(false, TEXT("%s: Failed to find specified target state %s on state %s while moving a state."), *GetNameSafe(TreeData->GetOuter()), *GetNameSafe(TargetState), *GetNameSafe(SelectedParent));
ArrayToMoveTo.Add(SelectedState);
SelectedState->Parent = TargetParent;
}
}
}
}
OnStatesMoved.Broadcast(AffectedParents, AffectedStates);
TArray<TWeakObjectPtr<UStateTreeState>> WeakStates;
for (UStateTreeState* State : States)
{
WeakStates.Add(State);
}
SetSelection(WeakStates);
}
}
#undef LOCTEXT_NAMESPACE