Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Private/StateTreeViewModel.h
marc audy b608402db7 [Backout] - CL24461256 to resolve nonunity errors
[FYI] mikko.mononen
Original CL Desc
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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]
2023-03-01 15:40:35 -05:00

110 lines
4.2 KiB
C++

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