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- Allow each state to have parameters (not super useful yet) - Made property bindings for parameters to retain binding when a param is renamed (keeps track of the property bag ID) - Fixed access of temporary instance data with EStateTreeDataSourceType::StateParameterData - Added comments for UStateTreeState properties - Changed property order of UStateTreeState so that display data comes first, then state settings, and finally parameters - Fixed FStateTreeStateParametersInstanceDataDetails to allow property editing and value binding at the same time #rb Mieszko.Zielinski [CL 30112368 by mikko mononen in ue5-main branch]
179 lines
4.8 KiB
C++
179 lines
4.8 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Editor.h"
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#include "PropertyHandle.h"
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#include "Misc/EnumerateRange.h"
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struct FGuid;
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struct FSlateBrush;
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#define LOCTEXT_NAMESPACE "StateTreeEditor"
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namespace UE::StateTree::PropertyHelpers {
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/**
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* Dispatches PostEditChange to all FState
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* Assumes property chain head is member property of Owner.
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*/
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void DispatchPostEditToNodes(UObject& Owner, FPropertyChangedChainEvent& PropertyChangedEvent);
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/**
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* Gets a struct value from property handle, checks type before access. Expects T is struct.
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* @param ValueProperty Handle to property where value is got from.
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* @return Requested value as optional, in case of multiple values the optional is unset.
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*/
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template<typename T>
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FPropertyAccess::Result GetStructValue(const TSharedPtr<const IPropertyHandle>& ValueProperty, T& OutValue)
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{
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if (!ValueProperty)
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{
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return FPropertyAccess::Fail;
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}
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FStructProperty* StructProperty = CastFieldChecked<FStructProperty>(ValueProperty->GetProperty());
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check(StructProperty);
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check(StructProperty->Struct == TBaseStructure<T>::Get());
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T Value = T();
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bool bValueSet = false;
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TArray<const void*> RawData;
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ValueProperty->AccessRawData(RawData);
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for (const void* Data : RawData)
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{
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if (Data)
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{
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const T& CurValue = *static_cast<const T*>(Data);
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if (!bValueSet)
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{
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bValueSet = true;
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Value = CurValue;
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}
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else if (CurValue != Value)
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{
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// Multiple values
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return FPropertyAccess::MultipleValues;
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}
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}
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}
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OutValue = Value;
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return FPropertyAccess::Success;
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}
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/**
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* Sets a struct property to specific value, checks type before access. Expects T is struct.
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* @param ValueProperty Handle to property where value is got from.
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* @return Requested value as optional, in case of multiple values the optional is unset.
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*/
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template<typename T>
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FPropertyAccess::Result SetStructValue(const TSharedPtr<IPropertyHandle>& ValueProperty, const T& NewValue, EPropertyValueSetFlags::Type Flags = 0)
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{
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if (!ValueProperty)
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{
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return FPropertyAccess::Fail;
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}
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FStructProperty* StructProperty = CastFieldChecked<FStructProperty>(ValueProperty->GetProperty());
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if (!StructProperty)
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{
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return FPropertyAccess::Fail;
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}
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if (StructProperty->Struct != TBaseStructure<T>::Get())
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{
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return FPropertyAccess::Fail;
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}
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const bool bTransactable = (Flags & EPropertyValueSetFlags::NotTransactable) == 0;
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bool bNotifiedPreChange = false;
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TArray<void*> RawData;
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ValueProperty->AccessRawData(RawData);
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for (void* Data : RawData)
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{
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if (Data)
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{
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if (!bNotifiedPreChange)
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{
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if (bTransactable && GEditor)
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{
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GEditor->BeginTransaction(FText::Format(LOCTEXT("SetPropertyValue", "Set {0}"), ValueProperty->GetPropertyDisplayName()));
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}
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ValueProperty->NotifyPreChange();
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bNotifiedPreChange = true;
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}
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T* Value = reinterpret_cast<T*>(Data);
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*Value = NewValue;
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}
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}
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if (bNotifiedPreChange)
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{
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ValueProperty->NotifyPostChange(EPropertyChangeType::ValueSet);
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if (bTransactable && GEditor)
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{
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GEditor->EndTransaction();
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}
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}
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ValueProperty->NotifyFinishedChangingProperties();
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return FPropertyAccess::Success;
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}
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}; // UE::StateTree::PropertyHelpers
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/**
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* Helper class to deal with relative property paths in PostEditChangeChainProperty().
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*/
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struct FStateTreeEditPropertyPath
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{
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private:
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struct FStateTreeEditPropertySegment
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{
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FStateTreeEditPropertySegment() = default;
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FStateTreeEditPropertySegment(const FProperty* InProperty, const FName InPropertyName, const int32 InArrayIndex = INDEX_NONE)
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: Property(InProperty)
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, PropertyName(InPropertyName)
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, ArrayIndex(InArrayIndex)
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{
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}
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const FProperty* Property = nullptr;
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FName PropertyName = FName();
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int32 ArrayIndex = INDEX_NONE;
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};
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public:
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FStateTreeEditPropertyPath() = default;
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/** Makes property path relative to BaseStruct. Checks if the path is not part of the type. */
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explicit FStateTreeEditPropertyPath(const UStruct* BaseStruct, const FString& InPath);
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/** Makes property path from property change event. */
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explicit FStateTreeEditPropertyPath(const FPropertyChangedChainEvent& PropertyChangedEvent);
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/** Makes property path from property chain. */
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explicit FStateTreeEditPropertyPath(const FEditPropertyChain& PropertyChain);
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/** @return true if the property path contains specified path. */
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bool ContainsPath(const FStateTreeEditPropertyPath& InPath) const;
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/** @return true if the property path is exactly the specified path. */
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bool IsPathExact(const FStateTreeEditPropertyPath& InPath) const;
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/** @return array index at specified property, or INDEX_NONE, if the property is not array or property not found. */
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int32 GetPropertyArrayIndex(const FStateTreeEditPropertyPath& InPath) const
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{
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return ContainsPath(InPath) ? Path[InPath.Path.Num() - 1].ArrayIndex : INDEX_NONE;
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}
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private:
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TArray<FStateTreeEditPropertySegment> Path;
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};
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#undef LOCTEXT_NAMESPACE
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