Files
UnrealEngineUWP/Engine/Source/Developer/RigVMDeveloper/Private/RigVMModel/RigVMFunctionLibrary.cpp
helge mathee 68a5d4b7df Control Rig: Move function reference table to the dependent blueprint asset registry searchable data
#rb sara.schvartzman
#jira UE-140239
#preflight https://horde.devtools.epicgames.com/job/6203d14b724404041858cd83
#lockdown juan.canada

#ROBOMERGE-AUTHOR: helge.mathee
#ROBOMERGE-SOURCE: CL 18934230 in //UE5/Release-5.0/... via CL 18934300 via CL 18934322
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v916-18915374)

[CL 18934323 by helge mathee in ue5-main branch]
2022-02-10 07:13:27 -05:00

162 lines
4.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "RigVMModel/RigVMFunctionLibrary.h"
#include "RigVMModel/RigVMController.h"
URigVMFunctionLibrary::URigVMFunctionLibrary()
: URigVMGraph()
{
}
FString URigVMFunctionLibrary::GetNodePath() const
{
return FString::Printf(TEXT("FunctionLibrary::%s"), *Super::GetNodePath());
}
URigVMFunctionLibrary* URigVMFunctionLibrary::GetDefaultFunctionLibrary() const
{
if(URigVMFunctionLibrary* DefaultFunctionLibrary = Super::GetDefaultFunctionLibrary())
{
return DefaultFunctionLibrary;
}
return (URigVMFunctionLibrary*)this;
}
TArray<URigVMLibraryNode*> URigVMFunctionLibrary::GetFunctions() const
{
TArray<URigVMLibraryNode*> Functions;
for (URigVMNode* Node : GetNodes())
{
// we only allow library nodes under a function library graph
URigVMLibraryNode* LibraryNode = CastChecked<URigVMLibraryNode>(Node);
Functions.Add(LibraryNode);
}
return Functions;
}
URigVMLibraryNode* URigVMFunctionLibrary::FindFunction(const FName& InFunctionName) const
{
FString FunctionNameStr = InFunctionName.ToString();
if (FunctionNameStr.StartsWith(TEXT("FunctionLibrary::|")))
{
FunctionNameStr.RightChopInline(18);
}
return Cast<URigVMLibraryNode>(FindNodeByName(*FunctionNameStr));
}
URigVMLibraryNode* URigVMFunctionLibrary::FindFunctionForNode(URigVMNode* InNode) const
{
if(InNode == nullptr)
{
return nullptr;
}
UObject* Subject = InNode;
while (Subject->GetOuter() != this)
{
Subject = Subject->GetOuter();
if(Subject == nullptr)
{
return nullptr;
}
}
return Cast<URigVMLibraryNode>(Subject);
}
URigVMBuildData* URigVMFunctionLibrary::GetBuildData() const
{
return URigVMController::GetBuildData();
}
TArray< TSoftObjectPtr<URigVMFunctionReferenceNode> > URigVMFunctionLibrary::GetReferencesForFunction(const FName& InFunctionName)
{
TArray< TSoftObjectPtr<URigVMFunctionReferenceNode> > Result;
ForEachReferenceSoftPtr(InFunctionName, [&Result](TSoftObjectPtr<URigVMFunctionReferenceNode> Reference)
{
Result.Add(TSoftObjectPtr<URigVMFunctionReferenceNode>(Reference.GetUniqueID()));
});
return Result;
}
TArray< FString > URigVMFunctionLibrary::GetReferencePathsForFunction(const FName& InFunctionName)
{
TArray< FString > Result;
ForEachReferenceSoftPtr(InFunctionName, [&Result](TSoftObjectPtr<URigVMFunctionReferenceNode> Reference)
{
Result.Add(Reference.ToString());
});
return Result;
}
void URigVMFunctionLibrary::ForEachReference(const FName& InFunctionName,
TFunction<void(URigVMFunctionReferenceNode*)> PerReferenceFunction) const
{
if (URigVMLibraryNode* Function = FindFunction(InFunctionName))
{
if(const URigVMBuildData* BuildData = GetBuildData())
{
BuildData->ForEachFunctionReference(Function, PerReferenceFunction);
}
}
}
void URigVMFunctionLibrary::ForEachReferenceSoftPtr(const FName& InFunctionName,
TFunction<void(TSoftObjectPtr<URigVMFunctionReferenceNode>)> PerReferenceFunction) const
{
if (URigVMLibraryNode* Function = FindFunction(InFunctionName))
{
if(const URigVMBuildData* BuildData = GetBuildData())
{
BuildData->ForEachFunctionReferenceSoftPtr(Function, PerReferenceFunction);
}
}
}
URigVMLibraryNode* URigVMFunctionLibrary::FindPreviouslyLocalizedFunction(URigVMLibraryNode* InFunctionToLocalize)
{
if(InFunctionToLocalize == nullptr)
{
return nullptr;
}
const FString PathName = InFunctionToLocalize->GetPathName();
if(!LocalizedFunctions.Contains((PathName)))
{
return nullptr;
}
URigVMLibraryNode* LocalizedFunction = LocalizedFunctions.FindChecked(PathName);
// once we found the function - let's make sure it's notation is right
if(LocalizedFunction->GetPins().Num() != InFunctionToLocalize->GetPins().Num())
{
return nullptr;
}
for(int32 PinIndex=0; PinIndex < InFunctionToLocalize->GetPins().Num(); PinIndex++)
{
URigVMPin* PinA = InFunctionToLocalize->GetPins()[PinIndex];
URigVMPin* PinB = LocalizedFunction->GetPins()[PinIndex];
if((PinA->GetFName() != PinB->GetFName()) ||
(PinA->GetCPPType() != PinB->GetCPPType()) ||
(PinA->GetCPPTypeObject() != PinB->GetCPPTypeObject()) ||
(PinA->IsArray() != PinB->IsArray()))
{
return nullptr;
}
}
return LocalizedFunction;
}