Files
UnrealEngineUWP/Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Private/StateTreePropertyHelpers.h
mikko mononen 400112a177 StateTree: Enabled parameters for all state types
- 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]
2023-12-05 06:59:39 -05:00

179 lines
4.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Editor.h"
#include "PropertyHandle.h"
#include "Misc/EnumerateRange.h"
struct FGuid;
struct FSlateBrush;
#define LOCTEXT_NAMESPACE "StateTreeEditor"
namespace UE::StateTree::PropertyHelpers {
/**
* Dispatches PostEditChange to all FState
* Assumes property chain head is member property of Owner.
*/
void DispatchPostEditToNodes(UObject& Owner, FPropertyChangedChainEvent& PropertyChangedEvent);
/**
* Gets a struct value from property handle, checks type before access. Expects T is struct.
* @param ValueProperty Handle to property where value is got from.
* @return Requested value as optional, in case of multiple values the optional is unset.
*/
template<typename T>
FPropertyAccess::Result GetStructValue(const TSharedPtr<const IPropertyHandle>& ValueProperty, T& OutValue)
{
if (!ValueProperty)
{
return FPropertyAccess::Fail;
}
FStructProperty* StructProperty = CastFieldChecked<FStructProperty>(ValueProperty->GetProperty());
check(StructProperty);
check(StructProperty->Struct == TBaseStructure<T>::Get());
T Value = T();
bool bValueSet = false;
TArray<const void*> RawData;
ValueProperty->AccessRawData(RawData);
for (const void* Data : RawData)
{
if (Data)
{
const T& CurValue = *static_cast<const T*>(Data);
if (!bValueSet)
{
bValueSet = true;
Value = CurValue;
}
else if (CurValue != Value)
{
// Multiple values
return FPropertyAccess::MultipleValues;
}
}
}
OutValue = Value;
return FPropertyAccess::Success;
}
/**
* Sets a struct property to specific value, checks type before access. Expects T is struct.
* @param ValueProperty Handle to property where value is got from.
* @return Requested value as optional, in case of multiple values the optional is unset.
*/
template<typename T>
FPropertyAccess::Result SetStructValue(const TSharedPtr<IPropertyHandle>& ValueProperty, const T& NewValue, EPropertyValueSetFlags::Type Flags = 0)
{
if (!ValueProperty)
{
return FPropertyAccess::Fail;
}
FStructProperty* StructProperty = CastFieldChecked<FStructProperty>(ValueProperty->GetProperty());
if (!StructProperty)
{
return FPropertyAccess::Fail;
}
if (StructProperty->Struct != TBaseStructure<T>::Get())
{
return FPropertyAccess::Fail;
}
const bool bTransactable = (Flags & EPropertyValueSetFlags::NotTransactable) == 0;
bool bNotifiedPreChange = false;
TArray<void*> RawData;
ValueProperty->AccessRawData(RawData);
for (void* Data : RawData)
{
if (Data)
{
if (!bNotifiedPreChange)
{
if (bTransactable && GEditor)
{
GEditor->BeginTransaction(FText::Format(LOCTEXT("SetPropertyValue", "Set {0}"), ValueProperty->GetPropertyDisplayName()));
}
ValueProperty->NotifyPreChange();
bNotifiedPreChange = true;
}
T* Value = reinterpret_cast<T*>(Data);
*Value = NewValue;
}
}
if (bNotifiedPreChange)
{
ValueProperty->NotifyPostChange(EPropertyChangeType::ValueSet);
if (bTransactable && GEditor)
{
GEditor->EndTransaction();
}
}
ValueProperty->NotifyFinishedChangingProperties();
return FPropertyAccess::Success;
}
}; // UE::StateTree::PropertyHelpers
/**
* Helper class to deal with relative property paths in PostEditChangeChainProperty().
*/
struct FStateTreeEditPropertyPath
{
private:
struct FStateTreeEditPropertySegment
{
FStateTreeEditPropertySegment() = default;
FStateTreeEditPropertySegment(const FProperty* InProperty, const FName InPropertyName, const int32 InArrayIndex = INDEX_NONE)
: Property(InProperty)
, PropertyName(InPropertyName)
, ArrayIndex(InArrayIndex)
{
}
const FProperty* Property = nullptr;
FName PropertyName = FName();
int32 ArrayIndex = INDEX_NONE;
};
public:
FStateTreeEditPropertyPath() = default;
/** Makes property path relative to BaseStruct. Checks if the path is not part of the type. */
explicit FStateTreeEditPropertyPath(const UStruct* BaseStruct, const FString& InPath);
/** Makes property path from property change event. */
explicit FStateTreeEditPropertyPath(const FPropertyChangedChainEvent& PropertyChangedEvent);
/** Makes property path from property chain. */
explicit FStateTreeEditPropertyPath(const FEditPropertyChain& PropertyChain);
/** @return true if the property path contains specified path. */
bool ContainsPath(const FStateTreeEditPropertyPath& InPath) const;
/** @return true if the property path is exactly the specified path. */
bool IsPathExact(const FStateTreeEditPropertyPath& InPath) const;
/** @return array index at specified property, or INDEX_NONE, if the property is not array or property not found. */
int32 GetPropertyArrayIndex(const FStateTreeEditPropertyPath& InPath) const
{
return ContainsPath(InPath) ? Path[InPath.Path.Num() - 1].ArrayIndex : INDEX_NONE;
}
private:
TArray<FStateTreeEditPropertySegment> Path;
};
#undef LOCTEXT_NAMESPACE