You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
Moved SmartObjects out of restricted folder Moved StateTree out of restricted folder Moved ZoneGraph out of restricted folder Moved ZoneGraphAnnotations out of restricted folder #jira UE-115297 #ROBOMERGE-OWNER: mieszko.zielinski #ROBOMERGE-AUTHOR: mieszko.zielinski #ROBOMERGE-SOURCE: CL 17648223 via CL 17648246 via CL 17648261 via CL 17648385 via CL 17648390 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v875-17642767) #ROBOMERGE-CONFLICT from-shelf #ROBOMERGE[STARSHIP]: UE5-Main [CL 17648742 by mieszko zielinski in ue5-release-engine-test branch]
99 lines
4.2 KiB
C++
99 lines
4.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "Misc/Guid.h"
|
|
#include "InstancedStruct.h"
|
|
#include "UObject/Interface.h"
|
|
#include "IPropertyAccessEditor.h"
|
|
#include "StateTreeEditorPropertyBindings.h"
|
|
#include "StateTreePropertyBindings.h"
|
|
#include "StateTreePropertyBindingCompiler.generated.h"
|
|
|
|
/**
|
|
* Helper class to compile editor representation of property bindings into runtime representation.
|
|
* TODO: Better error reporting, something that can be shown in the UI.
|
|
*/
|
|
USTRUCT()
|
|
struct STATETREEEDITORMODULE_API FStateTreePropertyBindingCompiler
|
|
{
|
|
GENERATED_BODY()
|
|
|
|
/**
|
|
* Initializes the compiler to compile copies to specified Property Bindings.
|
|
* @param PropertyBindings - Reference to the Property Bindings where all the batches will be stored.
|
|
* @return true on success.
|
|
*/
|
|
bool Init(FStateTreePropertyBindings& InPropertyBindings);
|
|
|
|
/**
|
|
* Compiles a batch of property copies.
|
|
* @param TargetStruct - Description of the structs which contains the target properties.
|
|
* @param PropertyBindings - Array of bindings to compile, all bindings that point to TargetStructs will be added to the batch.
|
|
* @param OutBatchIndex - Resulting batch index, if index is INDEX_NONE, no bindings were found and no batch was generated.
|
|
* @return True on success, false on failure.
|
|
*/
|
|
bool CompileBatch(const FStateTreeBindableStructDesc& TargetStruct, TConstArrayView<FStateTreeEditorPropertyBinding> EditorPropertyBindings, int32& OutBatchIndex);
|
|
|
|
/** Finalizes compilation, should be called once all batches are compiled. */
|
|
void Finalize();
|
|
|
|
/**
|
|
* Adds source struct. When compiling a batch, the bindings can be between any of the defined source structs, and the target struct.
|
|
* Source structs can be added between calls to Compilebatch().
|
|
* @param SourceStruct - Description of the source struct to add.
|
|
* @return Source struct index.
|
|
*/
|
|
int32 AddSourceStruct(const FStateTreeBindableStructDesc& SourceStruct);
|
|
|
|
/** @return Index of a source struct by specified ID, or INDEX_NONE if not found. */
|
|
int32 GetSourceStructIndexByID(const FGuid& ID) const;
|
|
|
|
/** @return Reference to a source struct based on ID. */
|
|
const FStateTreeBindableStructDesc& GetSourceStructDesc(const int32 Index) const
|
|
{
|
|
return SourceStructs[Index];
|
|
}
|
|
|
|
/**
|
|
* Resolves a string based property path in specified struct into segments of property names and access types.
|
|
* @param InStructDesc Description of the struct in which the property path is valid.
|
|
* @param InPath The property path in string format.
|
|
* @param OutSegments The resolved property access path as segments.
|
|
* @param OutLeafProperty The leaf property of the resolved path.
|
|
* @param OutLeafArrayIndex The left array index (or INDEX_NONE if not applicable) of the resolved path.
|
|
* @param bLogErrors Set to true to log errors during resolve into the console.
|
|
* @return True of the property was solved successfully.
|
|
*/
|
|
static bool ResolvePropertyPath(const FStateTreeBindableStructDesc& InStructDesc, const FStateTreeEditorPropertyPath& InPath,
|
|
TArray<FStateTreePropertySegment>& OutSegments, FProperty*& OutLeafProperty, int32& OutLeafArrayIndex, const bool bLogErrors = false);
|
|
|
|
/**
|
|
* Checks if two property types can are compatible for copying.
|
|
* @param InPropertyA First property used in the check.
|
|
* @param InPropertyB Second property used in the check.
|
|
* @return Incompatible if the properties cannot be copied, Compatible if they are trivially copyable, or Promotable if numeric values can be promoted to another numeric type.
|
|
*/
|
|
static EPropertyAccessCompatibility GetPropertyCompatibility(const FProperty* InPropertyA, const FProperty* InPropertyB);
|
|
|
|
protected:
|
|
|
|
void StoreSourceStructs();
|
|
|
|
UPROPERTY()
|
|
TArray<FStateTreeBindableStructDesc> SourceStructs;
|
|
|
|
FStateTreePropertyBindings* PropertyBindings = nullptr;
|
|
|
|
struct FResolvedPathResult
|
|
{
|
|
int32 PathIndex = INDEX_NONE;
|
|
FProperty* LeafProperty = nullptr;
|
|
int32 LeafArrayIndex = INDEX_NONE;
|
|
};
|
|
|
|
EStateTreePropertyCopyType GetCopyType(FProperty* SourceProperty, int32 SourceArrayIndex, FProperty* TargetProperty, int32 TargetArrayIndex);
|
|
bool ResolvePropertyPath(const FStateTreeBindableStructDesc& InStructDesc, const FStateTreeEditorPropertyPath& InPath, FResolvedPathResult& OutResult);
|
|
};
|