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- StateTreeEditorMode, which now holds all of the state-tree editing behavior previously part of StateTreeEditor - StateTreeEditorModeToolkit, responsible for UI/widgets used by StateTreeEditorMode - StateTreeEditorModeUILayer used to host StateTreeEditorMode inside of the StateTreeEditor - Exposed StateTreeViewModel - Introduced IStateTreeEditorHost, interface to-be implemented for supporting StateTreeEditorMode within an Asset editor - Moved compilation/validation to UStateTreeEditingSubsystem (editor sub system) - Added layout extensions for StateTreeEditor #rb Patrick.Boutot [CL 35491719 by jurre debaare in ue5-main branch]
38 lines
1.1 KiB
C++
38 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "StateTree.h"
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#include "StateTreeViewModel.h"
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#include "EditorSubsystem.h"
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#include "StateTreeEditingSubsystem.generated.h"
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class SWidget;
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class FStateTreeViewModel;
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class FUICommandList;
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struct FStateTreeCompilerLog;
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UCLASS()
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class STATETREEEDITORMODULE_API UStateTreeEditingSubsystem : public UEditorSubsystem
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{
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GENERATED_BODY()
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public:
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UStateTreeEditingSubsystem() {}
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TSharedRef<FStateTreeViewModel> FindOrAddViewModel(const TNonNullPtr<UStateTree> InStateTree);
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static bool CompileStateTree(const TNonNullPtr<UStateTree>InStateTree, FStateTreeCompilerLog& InOutLog);
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static TSharedRef<SWidget> GetStateTreeView(TSharedRef<FStateTreeViewModel> InViewModel, const TSharedRef<FUICommandList>& TreeViewCommandList);
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// Validates asset state
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static void ValidateStateTree(const TNonNullPtr<UStateTree> InStateTree);
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// Calculates editor data hash of the asset.
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static uint32 CalculateStateTreeHash(const TNonNullPtr<const UStateTree> InStateTree);
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protected:
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TMap<TSoftObjectPtr<UStateTree>, TSharedPtr<FStateTreeViewModel>> StateTreeViewModels;
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};
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