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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]
110 lines
4.2 KiB
C++
110 lines
4.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "UObject/WeakObjectPtr.h"
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#include "EditorUndoClient.h"
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struct FPropertyChangedEvent;
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class UStateTreeEditorData;
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class UStateTreeState;
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class UStateTree;
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class FMenuBuilder;
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enum class FStateTreeViewModelInsert : uint8
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{
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Before,
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After,
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Into,
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};
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/**
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* ModelView for editing StateTreeEditorData.
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*/
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class FStateTreeViewModel : public FEditorUndoClient, public TSharedFromThis<FStateTreeViewModel>
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{
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public:
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DECLARE_MULTICAST_DELEGATE(FOnAssetChanged);
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DECLARE_MULTICAST_DELEGATE_TwoParams(FOnStatesChanged, const TSet<UStateTreeState*>& /*AffectedStates*/, const FPropertyChangedEvent& /*PropertyChangedEvent*/);
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DECLARE_MULTICAST_DELEGATE_TwoParams(FOnStateAdded, UStateTreeState* /*ParentState*/, UStateTreeState* /*NewState*/);
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DECLARE_MULTICAST_DELEGATE_OneParam(FOnStatesRemoved, const TSet<UStateTreeState*>& /*AffectedParents*/);
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DECLARE_MULTICAST_DELEGATE_TwoParams(FOnStatesMoved, const TSet<UStateTreeState*>& /*AffectedParents*/, const TSet<UStateTreeState*>& /*MovedStates*/);
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DECLARE_MULTICAST_DELEGATE_OneParam(FOnSelectionChanged, const TArray<TWeakObjectPtr<UStateTreeState>>& /*SelectedStates*/);
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FStateTreeViewModel();
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virtual ~FStateTreeViewModel() override;
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void Init(UStateTreeEditorData* InTreeData);
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//~ FEditorUndoClient
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virtual void PostUndo(bool bSuccess) override;
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virtual void PostRedo(bool bSuccess) override;
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// Selection handling.
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void ClearSelection();
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void SetSelection(UStateTreeState* Selected);
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void SetSelection(const TArray<TWeakObjectPtr<UStateTreeState>>& InSelection);
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bool IsSelected(const UStateTreeState* State) const;
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bool IsChildOfSelection(const UStateTreeState* State) const;
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void GetSelectedStates(TArray<UStateTreeState*>& OutSelectedStates);
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void GetSelectedStates(TArray<TWeakObjectPtr<UStateTreeState>>& OutSelectedStates);
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bool HasSelection() const;
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// Returns array of subtrees to edit.
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TArray<UStateTreeState*>* GetSubTrees() const;
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int32 GetSubTreeCount() const;
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void GetSubTrees(TArray<TWeakObjectPtr<UStateTreeState>>& OutSubtrees) const;
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// Gets and sets StateTree view expansion state store in the asset.
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void SetPersistentExpandedStates(TSet<TWeakObjectPtr<UStateTreeState>>& InExpandedStates);
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void GetPersistentExpandedStates(TSet<TWeakObjectPtr<UStateTreeState>>& OutExpandedStates);
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// State manipulation commands
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void AddState(UStateTreeState* AfterState);
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void AddChildState(UStateTreeState* ParentState);
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void RenameState(UStateTreeState* State, FName NewName);
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void RemoveSelectedStates();
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void MoveSelectedStatesBefore(UStateTreeState* TargetState);
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void MoveSelectedStatesAfter(UStateTreeState* TargetState);
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void MoveSelectedStatesInto(UStateTreeState* TargetState);
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// Force to update the view externally.
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void NotifyAssetChangedExternally() const;
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void NotifyStatesChangedExternally(const TSet<UStateTreeState*>& ChangedStates, const FPropertyChangedEvent& PropertyChangedEvent) const;
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// Called when the whole asset is updated (i.e. undo/redo).
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FOnAssetChanged& GetOnAssetChanged() { return OnAssetChanged; }
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// Called when States are changed (i.e. change name or properties).
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FOnStatesChanged& GetOnStatesChanged() { return OnStatesChanged; }
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// Called each time a state is added.
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FOnStateAdded& GetOnStateAdded() { return OnStateAdded; }
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// Called each time a states are removed.
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FOnStatesRemoved& GetOnStatesRemoved() { return OnStatesRemoved; }
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// Called each time a state is removed.
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FOnStatesMoved& GetOnStatesMoved() { return OnStatesMoved; }
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// Called each time the selection changes.
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FOnSelectionChanged& GetOnSelectionChanged() { return OnSelectionChanged; }
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protected:
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void GetExpandedStatesRecursive(UStateTreeState* State, TSet<TWeakObjectPtr<UStateTreeState>>& ExpandedStates);
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void MoveSelectedStates(UStateTreeState* TargetState, const FStateTreeViewModelInsert RelativeLocation);
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void HandleIdentifierChanged(const UStateTree& StateTree) const;
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TWeakObjectPtr<UStateTreeEditorData> TreeDataWeak;
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TSet<TWeakObjectPtr<UStateTreeState>> SelectedStates;
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FOnAssetChanged OnAssetChanged;
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FOnStatesChanged OnStatesChanged;
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FOnStateAdded OnStateAdded;
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FOnStatesRemoved OnStatesRemoved;
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FOnStatesMoved OnStatesMoved;
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FOnSelectionChanged OnSelectionChanged;
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};
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