Files
UnrealEngineUWP/Engine/Source/Editor/BehaviorTreeEditor/Private/FindInBT.h
Thomas Sarkanen 4d567a3734 Pressing enter now refreshes Behavior Tree search results
UE-3850 - AI: BehaviorTree: Pressing enter in search results does not refresh the list as seen in other parts of the editor

[CL 2397418 by Thomas Sarkanen in Main branch]
2015-01-05 08:53:49 -05:00

107 lines
3.4 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
/** Item that matched the search results */
class FFindInBTResult
{
public:
/** Create a root (or only text) result */
FFindInBTResult(const FString& InValue);
/** Create a BT node result */
FFindInBTResult(const FString& InValue, TSharedPtr<FFindInBTResult>& InParent, UEdGraphNode* InNode);
/** Called when user clicks on the search item */
FReply OnClick(TWeakPtr<class FBehaviorTreeEditor> BehaviorTreeEditor, TSharedPtr<FFindInBTResult> Root);
/** Create an icon to represent the result */
TSharedRef<SWidget> CreateIcon() const;
/** Gets the comment on this node if any */
FString GetCommentText() const;
/** Gets the node type */
FString GetNodeTypeText() const;
/** Highlights BT tree nodes */
void SetNodeHighlight(bool bHighlight);
/** Any children listed under this BT node (decorators and services) */
TArray< TSharedPtr<FFindInBTResult> > Children;
/** The string value for this result */
FString Value;
/** The graph node that this search result refers to */
TWeakObjectPtr<UEdGraphNode> GraphNode;
/** Search result parent */
TWeakPtr<FFindInBTResult> Parent;
};
/** Widget for searching for (BT nodes) across focused BehaviorTree */
class SFindInBT : public SCompoundWidget
{
public:
SLATE_BEGIN_ARGS(SFindInBT){}
SLATE_END_ARGS()
void Construct(const FArguments& InArgs, TSharedPtr<class FBehaviorTreeEditor> InBehaviorTreeEditor);
/** Focuses this widget's search box */
void FocusForUse();
private:
typedef TSharedPtr<FFindInBTResult> FSearchResult;
typedef STreeView<FSearchResult> STreeViewType;
/** Called when user changes the text they are searching for */
void OnSearchTextChanged(const FText& Text);
/** Called when user commits text */
void OnSearchTextCommitted(const FText& Text, ETextCommit::Type CommitType);
/** Get the children of a row */
void OnGetChildren(FSearchResult InItem, TArray<FSearchResult>& OutChildren);
/** Called when user clicks on a new result */
void OnTreeSelectionChanged(FSearchResult Item, ESelectInfo::Type SelectInfo);
/** Called when a new row is being generated */
TSharedRef<ITableRow> OnGenerateRow(FSearchResult InItem, const TSharedRef<STableViewBase>& OwnerTable);
/** Begins the search based on the SearchValue */
void InitiateSearch();
/** Find any results that contain all of the tokens */
void MatchTokens(const TArray<FString>& Tokens);
/** Find if child contains all of the tokens and add a result accordingly */
void MatchTokensInChild(const TArray<FString>& Tokens, UBehaviorTreeGraphNode* Child, FSearchResult ParentNode);
/** Determines if a string matches the search tokens */
static bool StringMatchesSearchTokens(const TArray<FString>& Tokens, const FString& ComparisonString);
private:
/** Pointer back to the behavior tree editor that owns us */
TWeakPtr<class FBehaviorTreeEditor> BehaviorTreeEditorPtr;
/** The tree view displays the results */
TSharedPtr<STreeViewType> TreeView;
/** The search text box */
TSharedPtr<class SSearchBox> SearchTextField;
/** This buffer stores the currently displayed results */
TArray<FSearchResult> ItemsFound;
/** we need to keep a handle on the root result, because it won't show up in the tree */
FSearchResult RootSearchResult;
/** The string to highlight in the results */
FText HighlightText;
/** The string to search for */
FString SearchValue;
};