Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Public/AnimGraphNode_CustomProperty.h
halfdan ingvarsson 0e50cd24fe Relocating the contents of the Classes directory in AnimGraph in favor of Public.
#jira none
#trivial

[CL 14823295 by halfdan ingvarsson in ue5-main branch]
2020-11-30 16:40:07 -04:00

94 lines
4.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Misc/Guid.h"
#include "AnimGraphNode_Base.h"
#include "Animation/AnimNode_CustomProperty.h"
#include "IClassVariableCreator.h"
#include "AnimGraphNode_CustomProperty.generated.h"
class FCompilerResultsLog;
class IDetailLayoutBuilder;
class IPropertyHandle;
class FAnimBlueprintCompilerHandler;
UCLASS(Abstract)
class ANIMGRAPH_API UAnimGraphNode_CustomProperty : public UAnimGraphNode_Base, public IClassVariableCreator
{
GENERATED_BODY()
public:
// IClassVariableCreator interface
virtual void CreateClassVariablesFromBlueprint(IAnimBlueprintVariableCreationContext& InCreationContext) override;
//~ Begin UEdGraphNode Interface.
virtual void ValidateAnimNodeDuringCompilation(USkeleton* ForSkeleton, FCompilerResultsLog& MessageLog) override;
virtual void ReallocatePinsDuringReconstruction(TArray<UEdGraphPin*>& OldPins) override;
virtual UObject* GetJumpTargetForDoubleClick() const override;
virtual bool HasExternalDependencies(TArray<class UStruct*>* OptionalOutput /*= NULL*/) const override;
//~ End UEdGraphNode Interface.
// UAnimGraphNode_Base interface
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;
virtual void OnProcessDuringCompilation(IAnimBlueprintCompilationContext& InCompilationContext, IAnimBlueprintGeneratedClassCompiledData& OutCompiledData) override;
// Gets the property on InOwnerInstanceClass that corresponds to InInputPin
void GetInstancePinProperty(const IAnimBlueprintCompilationContext& InCompilationContext, UEdGraphPin* InInputPin, FProperty*& OutProperty);
// Gets the unique name for the property linked to a given pin
FString GetPinTargetVariableName(const UEdGraphPin* InPin) const;
// Gets Target Class this properties to link
UClass* GetTargetClass() const;
// Add Source and Target Properties - Check FAnimNode_CustomProperty
void AddSourceTargetProperties(const FName& InSourcePropertyName, const FName& InTargetPropertyName);
// Helper used to get the skeleton class we are targeting
virtual UClass* GetTargetSkeletonClass() const;
// ----- UI CALLBACKS ----- //
// User changed the instance class etc.
void OnStructuralPropertyChanged(IDetailLayoutBuilder* DetailBuilder);
// If given property exposed on this node
virtual ECheckBoxState IsPropertyExposed(FName PropertyName) const;
// User chose to expose, or unexpose a property
virtual void OnPropertyExposeCheckboxChanged(ECheckBoxState NewState, FName PropertyName);
// If all possible properties are exposed on this node
virtual ECheckBoxState AreAllPropertiesExposed() const;
// User chose to expose, or unexpose all properties
virtual void OnPropertyExposeAllCheckboxChanged(ECheckBoxState NewState);
// User changed the instance class
void OnInstanceClassChanged(IDetailLayoutBuilder* DetailBuilder);
protected:
/** List of property names we know to exist on the target class, so we can detect when
* Properties are added or removed on reconstruction
*/
UPROPERTY()
TArray<FName> KnownExposableProperties;
/** Names of properties the user has chosen to expose */
UPROPERTY()
TArray<FName> ExposedPropertyNames;
// Searches the instance class for properties that we can expose (public and BP visible)
virtual void GetExposableProperties(TArray<FProperty*>& OutExposableProperties) const;
// Gets a property's type as FText (for UI)
FText GetPropertyTypeText(FProperty* Property);
// Given a new class, rebuild the known property list (for tracking class changes and moving pins)
virtual void RebuildExposedProperties();
// internal node accessor
virtual FAnimNode_CustomProperty* GetCustomPropertyNode() PURE_VIRTUAL(UAnimGraphNode_CustomProperty::GetCustomPropertyNode, return nullptr;);
virtual const FAnimNode_CustomProperty* GetCustomPropertyNode() const PURE_VIRTUAL(UAnimGraphNode_CustomProperty::GetCustomPropertyNode, return nullptr;);
// Check whether the specified property is structural (i.e. should we rebuild the UI if it changes)
virtual bool IsStructuralProperty(FProperty* InProperty) const { return false; }
// Whether this node needs a valid target class up-front
virtual bool NeedsToSpecifyValidTargetClass() const { return true; }
};