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Initial version of the debugger - currently compiled by StateTreeModule and StateTreeEditorModule using WITH_STATETREE_DEBUGGER - currently not exposed to UI by StateTree settings 'bUseDebugger' - in this version only one instance per asset can be debugged - using Trace services to read events generated by statetree instances. - can connect to any traces (Editor, Client, Server) as long as the compiled statetree matches #rb mieszko.zielinski #preflight 641088a30e1f02786b509663 [CL 24639409 by yoan stamant in ue5-main branch]
82 lines
2.9 KiB
C++
82 lines
2.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Widgets/Views/STableRow.h"
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#include "Widgets/Views/SListView.h"
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class STableViewBase;
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class UStateTreeState;
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enum class EStateTreeTransitionTrigger : uint8;
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class UStateTreeEditorData;
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class SStateTreeView;
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class SInlineEditableTextBlock;
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class SScrollBox;
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class FStateTreeViewModel;
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class SStateTreeViewRow : public STableRow<TWeakObjectPtr<UStateTreeState>>
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{
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public:
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SLATE_BEGIN_ARGS(SStateTreeViewRow)
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{
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}
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SLATE_END_ARGS()
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void Construct(const FArguments& InArgs, const TSharedRef<STableViewBase>& InOwnerTableView, TWeakObjectPtr<UStateTreeState> InState, const TSharedPtr<SScrollBox>& ViewBox, TSharedRef<FStateTreeViewModel> InStateTreeViewModel);
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void RequestRename() const;
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private:
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FSlateColor GetTitleColor() const;
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FSlateColor GetActiveStateColor() const;
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FText GetStateDesc() const;
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EVisibility GetConditionVisibility() const;
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EVisibility GetSelectorVisibility() const;
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EVisibility GetActiveStateVisibility() const;
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EVisibility GetBreakpointVisibility() const;
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FText GetSelectorDesc() const;
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EVisibility GetTasksVisibility() const;
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FText GetTasksDesc() const;
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EVisibility GetLinkedStateVisibility() const;
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FText GetLinkedStateDesc() const;
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EVisibility GetCompletedTransitionVisibility() const;
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FText GetCompletedTransitionsDesc() const;
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FText GetCompletedTransitionsIcon() const;
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EVisibility GetSucceededTransitionVisibility() const;
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FText GetSucceededTransitionDesc() const;
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FText GetSucceededTransitionIcon() const;
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EVisibility GetFailedTransitionVisibility() const;
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FText GetFailedTransitionDesc() const;
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FText GetFailedTransitionIcon() const;
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EVisibility GetConditionalTransitionsVisibility() const;
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FText GetConditionalTransitionsDesc() const;
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FText GetTransitionsDesc(const UStateTreeState& State, const EStateTreeTransitionTrigger Trigger, const bool bUseMask = false) const;
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FText GetTransitionsIcon(const UStateTreeState& State, const EStateTreeTransitionTrigger Trigger, const bool bUseMask = false) const;
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EVisibility GetTransitionsVisibility(const UStateTreeState& State, const EStateTreeTransitionTrigger Trigger) const;
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bool HasParentTransitionForTrigger(const UStateTreeState& State, const EStateTreeTransitionTrigger Trigger) const;
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bool IsRootState() const;
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bool IsStateSelected() const;
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void HandleNodeLabelTextCommitted(const FText& NewLabel, ETextCommit::Type CommitType) const;
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FReply HandleDragDetected(const FGeometry&, const FPointerEvent&) const;
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TOptional<EItemDropZone> HandleCanAcceptDrop(const FDragDropEvent& DragDropEvent, EItemDropZone DropZone, TWeakObjectPtr<UStateTreeState> TargetState) const;
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FReply HandleAcceptDrop(const FDragDropEvent& DragDropEvent, EItemDropZone DropZone, TWeakObjectPtr<UStateTreeState> TargetState) const;
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TSharedPtr<FStateTreeViewModel> StateTreeViewModel;
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TWeakObjectPtr<UStateTreeState> WeakState;
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TSharedPtr<SInlineEditableTextBlock> NameTextBlock;
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};
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