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[FYI] mikko.mononen Original CL Desc ----------------------------------------------------------------- State Tree: Copy and paste State Tree states. - Refactored State Tree style to follow more recent style pattern - Added code to ensure that State Tree states outers are always the parent state (fixes issues with FCustomizableTextObjectFactory) - Added support for Cut/Copy/Paste of state tree states (across State Trees) - Improved reporting of bad bindings and state links (compiler & UI) #rb Mieszko.Zielinski #preflight 63ff52bef43e53f68119073e [CL 24469431 by marc audy in ue5-main branch]
596 lines
14 KiB
C++
596 lines
14 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "StateTreeViewModel.h"
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#include "StateTree.h"
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#include "StateTreeEditorData.h"
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#include "StateTreeDelegates.h"
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#include "Editor.h"
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#include "ScopedTransaction.h"
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#define LOCTEXT_NAMESPACE "StateTreeEditor"
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namespace UE::StateTree::Editor
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{
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// Removes states from the array which are children of any other state.
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void RemoveContainedChildren(TArray<UStateTreeState*>& States)
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{
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TSet<UStateTreeState*> UniqueStates;
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for (UStateTreeState* State : States)
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{
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UniqueStates.Add(State);
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}
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for (int32 i = 0; i < States.Num(); )
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{
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UStateTreeState* State = States[i];
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// Walk up the parent state sand if the current state
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// exists in any of them, remove it.
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UStateTreeState* StateParent = State->Parent;
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bool bShouldRemove = false;
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while (StateParent)
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{
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if (UniqueStates.Contains(StateParent))
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{
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bShouldRemove = true;
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break;
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}
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StateParent = StateParent->Parent;
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}
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if (bShouldRemove)
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{
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States.RemoveAt(i);
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}
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else
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{
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i++;
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}
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}
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}
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// Returns true if the state is child of parent state.
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bool IsChildOf(const UStateTreeState* ParentState, const UStateTreeState* State)
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{
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for (const UStateTreeState* Child : ParentState->Children)
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{
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if (Child == State)
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{
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return true;
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}
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if (IsChildOf(Child, State))
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{
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return true;
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}
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}
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return false;
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}
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};
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FStateTreeViewModel::FStateTreeViewModel()
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: TreeDataWeak(nullptr)
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{
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}
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FStateTreeViewModel::~FStateTreeViewModel()
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{
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GEditor->UnregisterForUndo(this);
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UE::StateTree::Delegates::OnIdentifierChanged.RemoveAll(this);
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}
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void FStateTreeViewModel::Init(UStateTreeEditorData* InTreeData)
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{
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TreeDataWeak = InTreeData;
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GEditor->RegisterForUndo(this);
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UE::StateTree::Delegates::OnIdentifierChanged.AddSP(this, &FStateTreeViewModel::HandleIdentifierChanged);
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}
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void FStateTreeViewModel::HandleIdentifierChanged(const UStateTree& StateTree) const
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{
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UStateTreeEditorData* TreeData = TreeDataWeak.Get();
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const UStateTree* OuterStateTree = TreeData ? Cast<UStateTree>(TreeData->GetOuter()) : nullptr;
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if (OuterStateTree == &StateTree)
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{
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OnAssetChanged.Broadcast();
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}
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}
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void FStateTreeViewModel::NotifyAssetChangedExternally() const
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{
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OnAssetChanged.Broadcast();
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}
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void FStateTreeViewModel::NotifyStatesChangedExternally(const TSet<UStateTreeState*>& ChangedStates, const FPropertyChangedEvent& PropertyChangedEvent) const
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{
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OnStatesChanged.Broadcast(ChangedStates, PropertyChangedEvent);
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}
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TArray<UStateTreeState*>* FStateTreeViewModel::GetSubTrees() const
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{
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UStateTreeEditorData* TreeData = TreeDataWeak.Get();
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return TreeData != nullptr ? &ToRawPtrTArrayUnsafe(TreeData->SubTrees) : nullptr;
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}
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int32 FStateTreeViewModel::GetSubTreeCount() const
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{
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UStateTreeEditorData* TreeData = TreeDataWeak.Get();
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return TreeData != nullptr ? TreeData->SubTrees.Num() : 0;
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}
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void FStateTreeViewModel::GetSubTrees(TArray<TWeakObjectPtr<UStateTreeState>>& OutSubtrees) const
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{
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OutSubtrees.Reset();
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if (UStateTreeEditorData* TreeData = TreeDataWeak.Get())
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{
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for (UStateTreeState* Subtree : TreeData->SubTrees)
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{
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OutSubtrees.Add(Subtree);
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}
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}
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}
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void FStateTreeViewModel::PostUndo(bool bSuccess)
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{
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// TODO: see if we can narrow this down.
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OnAssetChanged.Broadcast();
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}
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void FStateTreeViewModel::PostRedo(bool bSuccess)
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{
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OnAssetChanged.Broadcast();
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}
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void FStateTreeViewModel::ClearSelection()
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{
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SelectedStates.Reset();
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const TArray<TWeakObjectPtr<UStateTreeState>> SelectedStatesArr;
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OnSelectionChanged.Broadcast(SelectedStatesArr);
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}
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void FStateTreeViewModel::SetSelection(UStateTreeState* Selected)
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{
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SelectedStates.Reset();
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SelectedStates.Add(Selected);
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TArray<TWeakObjectPtr<UStateTreeState>> SelectedStatesArr;
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SelectedStatesArr.Add(Selected);
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OnSelectionChanged.Broadcast(SelectedStatesArr);
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}
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void FStateTreeViewModel::SetSelection(const TArray<TWeakObjectPtr<UStateTreeState>>& InSelectedStates)
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{
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SelectedStates.Reset();
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for (const TWeakObjectPtr<UStateTreeState>& State : InSelectedStates)
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{
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if (State.Get())
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{
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SelectedStates.Add(State);
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}
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}
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TArray<FGuid> SelectedTaskIDArr;
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OnSelectionChanged.Broadcast(InSelectedStates);
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}
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bool FStateTreeViewModel::IsSelected(const UStateTreeState* State) const
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{
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const TWeakObjectPtr<UStateTreeState> WeakState = const_cast<UStateTreeState*>(State);
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return SelectedStates.Contains(WeakState);
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}
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bool FStateTreeViewModel::IsChildOfSelection(const UStateTreeState* State) const
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{
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for (const TWeakObjectPtr<UStateTreeState>& WeakSelectedState : SelectedStates)
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{
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if (const UStateTreeState* SelectedState = Cast<UStateTreeState>(WeakSelectedState.Get()))
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{
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if (SelectedState == State)
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{
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return true;
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}
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if (UE::StateTree::Editor::IsChildOf(SelectedState, State))
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{
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return true;
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}
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}
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}
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return false;
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}
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void FStateTreeViewModel::GetSelectedStates(TArray<UStateTreeState*>& OutSelectedStates)
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{
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OutSelectedStates.Reset();
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for (TWeakObjectPtr<UStateTreeState>& WeakState : SelectedStates)
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{
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if (UStateTreeState* State = WeakState.Get())
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{
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OutSelectedStates.Add(State);
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}
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}
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}
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void FStateTreeViewModel::GetSelectedStates(TArray<TWeakObjectPtr<UStateTreeState>>& OutSelectedStates)
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{
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OutSelectedStates.Reset();
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for (TWeakObjectPtr<UStateTreeState>& WeakState : SelectedStates)
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{
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if (WeakState.Get())
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{
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OutSelectedStates.Add(WeakState);
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}
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}
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}
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bool FStateTreeViewModel::HasSelection() const
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{
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return SelectedStates.Num() > 0;
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}
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void FStateTreeViewModel::GetPersistentExpandedStates(TSet<TWeakObjectPtr<UStateTreeState>>& OutExpandedStates)
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{
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OutExpandedStates.Reset();
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if (UStateTreeEditorData* TreeData = TreeDataWeak.Get())
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{
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for (UStateTreeState* SubTree : TreeData->SubTrees)
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{
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GetExpandedStatesRecursive(SubTree, OutExpandedStates);
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}
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}
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}
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void FStateTreeViewModel::GetExpandedStatesRecursive(UStateTreeState* State, TSet<TWeakObjectPtr<UStateTreeState>>& OutExpandedStates)
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{
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if (State->bExpanded)
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{
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OutExpandedStates.Add(State);
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}
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for (UStateTreeState* Child : State->Children)
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{
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GetExpandedStatesRecursive(Child, OutExpandedStates);
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}
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}
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void FStateTreeViewModel::SetPersistentExpandedStates(TSet<TWeakObjectPtr<UStateTreeState>>& InExpandedStates)
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{
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UStateTreeEditorData* TreeData = TreeDataWeak.Get();
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if (TreeData == nullptr)
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{
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return;
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}
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TreeData->Modify();
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for (TWeakObjectPtr<UStateTreeState>& WeakState : InExpandedStates)
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{
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if (UStateTreeState* State = WeakState.Get())
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{
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State->bExpanded = true;
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}
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}
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}
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void FStateTreeViewModel::AddState(UStateTreeState* AfterState)
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{
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UStateTreeEditorData* TreeData = TreeDataWeak.Get();
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if (TreeData == nullptr)
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{
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return;
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}
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const FScopedTransaction Transaction(LOCTEXT("AddStateTransaction", "Add State"));
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UStateTreeState* NewState = NewObject<UStateTreeState>(TreeData, FName(), RF_Transactional);
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UStateTreeState* ParentState = nullptr;
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if (AfterState == nullptr)
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{
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// If no subtrees, add a subtree, or add to the root state.
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if (TreeData->SubTrees.IsEmpty())
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{
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TreeData->Modify();
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TreeData->SubTrees.Add(NewState);
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}
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else
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{
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UStateTreeState* RootState = TreeData->SubTrees[0];
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if (ensureMsgf(RootState, TEXT("%s: Root state is empty."), *GetNameSafe(TreeData->GetOuter())))
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{
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RootState->Modify();
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RootState->Children.Add(NewState);
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NewState->Parent = RootState;
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ParentState = RootState;
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}
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}
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}
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else
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{
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ParentState = AfterState->Parent;
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if (ParentState != nullptr)
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{
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ParentState->Modify();
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}
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else
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{
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TreeData->Modify();
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}
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TArray<UStateTreeState*>& ParentArray = ParentState ? ParentState->Children : TreeData->SubTrees;
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const int32 TargetIndex = ParentArray.Find(AfterState);
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if (TargetIndex != INDEX_NONE)
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{
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// Insert After
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ParentArray.Insert(NewState, TargetIndex + 1);
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NewState->Parent = ParentState;
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}
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else
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{
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// Fallback, should never happen.
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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));
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ParentArray.Add(NewState);
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NewState->Parent = ParentState;
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}
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}
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OnStateAdded.Broadcast(ParentState, NewState);
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}
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void FStateTreeViewModel::AddChildState(UStateTreeState* ParentState)
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{
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UStateTreeEditorData* TreeData = TreeDataWeak.Get();
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if (TreeData == nullptr || ParentState == nullptr)
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{
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return;
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}
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const FScopedTransaction Transaction(LOCTEXT("AddChildStateTransaction", "Add Child State"));
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UStateTreeState* NewState = NewObject<UStateTreeState>(ParentState, FName(), RF_Transactional);
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ParentState->Modify();
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ParentState->Children.Add(NewState);
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NewState->Parent = ParentState;
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OnStateAdded.Broadcast(ParentState, NewState);
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}
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void FStateTreeViewModel::RenameState(UStateTreeState* State, FName NewName)
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{
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if (State == nullptr)
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{
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return;
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}
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const FScopedTransaction Transaction(LOCTEXT("RenameTransaction", "Rename"));
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State->Modify();
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State->Name = NewName;
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TSet<UStateTreeState*> AffectedStates;
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AffectedStates.Add(State);
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FProperty* NameProperty = FindFProperty<FProperty>(UStateTreeState::StaticClass(), GET_MEMBER_NAME_CHECKED(UStateTreeState, Name));
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FPropertyChangedEvent PropertyChangedEvent(NameProperty, EPropertyChangeType::ValueSet);
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OnStatesChanged.Broadcast(AffectedStates, PropertyChangedEvent);
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}
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void FStateTreeViewModel::RemoveSelectedStates()
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{
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UStateTreeEditorData* TreeData = TreeDataWeak.Get();
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if (TreeData == nullptr)
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{
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return;
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}
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TArray<UStateTreeState*> States;
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GetSelectedStates(States);
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// Remove items whose parent also exists in the selection.
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UE::StateTree::Editor::RemoveContainedChildren(States);
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if (States.Num() > 0)
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{
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const FScopedTransaction Transaction(LOCTEXT("DeleteStateTransaction", "Delete State"));
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TSet<UStateTreeState*> AffectedParents;
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for (UStateTreeState* StateToRemove : States)
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{
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if (StateToRemove)
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{
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StateToRemove->Modify();
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UStateTreeState* ParentState = StateToRemove->Parent;
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if (ParentState != nullptr)
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{
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AffectedParents.Add(ParentState);
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ParentState->Modify();
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}
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else
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{
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AffectedParents.Add(nullptr);
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TreeData->Modify();
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}
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TArray<UStateTreeState*>& ArrayToRemoveFrom = ParentState ? ParentState->Children : TreeData->SubTrees;
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const int32 ItemIndex = ArrayToRemoveFrom.Find(StateToRemove);
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if (ItemIndex != INDEX_NONE)
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{
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ArrayToRemoveFrom.RemoveAt(ItemIndex);
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StateToRemove->Parent = nullptr;
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}
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}
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}
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OnStatesRemoved.Broadcast(AffectedParents);
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ClearSelection();
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}
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}
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void FStateTreeViewModel::MoveSelectedStatesBefore(UStateTreeState* TargetState)
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{
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MoveSelectedStates(TargetState, FStateTreeViewModelInsert::Before);
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}
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void FStateTreeViewModel::MoveSelectedStatesAfter(UStateTreeState* TargetState)
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{
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MoveSelectedStates(TargetState, FStateTreeViewModelInsert::After);
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}
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void FStateTreeViewModel::MoveSelectedStatesInto(UStateTreeState* TargetState)
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{
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MoveSelectedStates(TargetState, FStateTreeViewModelInsert::Into);
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}
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void FStateTreeViewModel::MoveSelectedStates(UStateTreeState* TargetState, const FStateTreeViewModelInsert RelativeLocation)
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{
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UStateTreeEditorData* TreeData = TreeDataWeak.Get();
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if (TreeData == nullptr || TargetState == nullptr)
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{
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return;
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}
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TArray<UStateTreeState*> States;
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GetSelectedStates(States);
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// Remove child items whose parent also exists in the selection.
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UE::StateTree::Editor::RemoveContainedChildren(States);
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// Remove states which contain target state as child.
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States.RemoveAll([TargetState](const UStateTreeState* State)
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{
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return UE::StateTree::Editor::IsChildOf(State, TargetState);
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});
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if (States.Num() > 0 && TargetState != nullptr)
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{
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const FScopedTransaction Transaction(LOCTEXT("MoveTransaction", "Move"));
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TSet<UStateTreeState*> AffectedParents;
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TSet<UStateTreeState*> AffectedStates;
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UStateTreeState* TargetParent = TargetState->Parent;
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if (RelativeLocation == FStateTreeViewModelInsert::Into)
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{
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AffectedParents.Add(TargetState);
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}
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else
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{
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AffectedParents.Add(TargetParent);
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}
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for (int32 i = States.Num() - 1; i >= 0; i--)
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{
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if (UStateTreeState* State = States[i])
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{
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State->Modify();
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if (State->Parent)
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{
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AffectedParents.Add(State->Parent);
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}
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}
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}
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if (RelativeLocation == FStateTreeViewModelInsert::Into)
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{
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// Move into
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TargetState->Modify();
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}
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for (UStateTreeState* Parent : AffectedParents)
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{
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if (Parent)
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{
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Parent->Modify();
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}
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else
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{
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TreeData->Modify();
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}
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}
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// Add in reverse order to keep the original order.
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for (int32 i = States.Num() - 1; i >= 0; i--)
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{
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if (UStateTreeState* SelectedState = States[i])
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{
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AffectedStates.Add(SelectedState);
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UStateTreeState* SelectedParent = SelectedState->Parent;
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// Remove from current parent
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TArray<UStateTreeState*>& ArrayToRemoveFrom = SelectedParent ? SelectedParent->Children : TreeData->SubTrees;
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const int32 ItemIndex = ArrayToRemoveFrom.Find(SelectedState);
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if (ItemIndex != INDEX_NONE)
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{
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ArrayToRemoveFrom.RemoveAt(ItemIndex);
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SelectedState->Parent = nullptr;
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}
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// Insert to new parent
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if (RelativeLocation == FStateTreeViewModelInsert::Into)
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{
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// Into
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TargetState->Children.Insert(SelectedState, /*Index*/0);
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SelectedState->Parent = TargetState;
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}
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else
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{
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TArray<UStateTreeState*>& ArrayToMoveTo = TargetParent ? TargetParent->Children : TreeData->SubTrees;
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const int32 TargetIndex = ArrayToMoveTo.Find(TargetState);
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if (TargetIndex != INDEX_NONE)
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{
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if (RelativeLocation == FStateTreeViewModelInsert::Before)
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{
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// Before
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ArrayToMoveTo.Insert(SelectedState, TargetIndex);
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SelectedState->Parent = TargetParent;
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}
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else if (RelativeLocation == FStateTreeViewModelInsert::After)
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{
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// After
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ArrayToMoveTo.Insert(SelectedState, TargetIndex + 1);
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SelectedState->Parent = TargetParent;
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}
|
|
}
|
|
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
|