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111 lines
4.5 KiB
C++
111 lines
4.5 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "CoreMinimal.h"
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#include "UObject/Class.h"
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#include "UObject/UnrealType.h"
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#include "Animation/AnimBlueprintGeneratedClass.h"
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#include "BlueprintCompilerCppBackendUtils.h"
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#include "Animation/AnimClassData.h"
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#include "Animation/AnimNodeBase.h"
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void FBackendHelperAnim::AddHeaders(FEmitterLocalContext& Context)
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{
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if (Cast<UAnimBlueprintGeneratedClass>(Context.GetCurrentlyGeneratedClass()))
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{
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Context.Header.AddLine(TEXT("#include \"Animation/AnimClassData.h\""));
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Context.Body.AddLine(TEXT("#include \"Animation/BlendProfile.h\""));
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}
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}
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void FBackendHelperAnim::CreateAnimClassData(FEmitterLocalContext& Context)
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{
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if (auto AnimClass = Cast<UAnimBlueprintGeneratedClass>(Context.GetCurrentlyGeneratedClass()))
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{
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const FString LocalNativeName = Context.GenerateUniqueLocalName();
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Context.AddLine(FString::Printf(TEXT("auto %s = NewObject<UAnimClassData>(InDynamicClass, TEXT(\"AnimClassData\"));"), *LocalNativeName));
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auto AnimClassData = NewObject<UAnimClassData>(GetTransientPackage(), TEXT("AnimClassData"));
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AnimClassData->CopyFrom(AnimClass);
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auto ObjectArchetype = AnimClassData->GetArchetype();
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for (auto Property : TFieldRange<const UProperty>(UAnimClassData::StaticClass()))
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{
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FEmitDefaultValueHelper::OuterGenerate(Context, Property, LocalNativeName
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, reinterpret_cast<const uint8*>(AnimClassData)
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, reinterpret_cast<const uint8*>(ObjectArchetype)
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, FEmitDefaultValueHelper::EPropertyAccessOperator::Pointer);
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}
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Context.AddLine(FString::Printf(TEXT("InDynamicClass->%s = %s;"), GET_MEMBER_NAME_STRING_CHECKED(UDynamicClass, AnimClassImplementation), *LocalNativeName));
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}
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}
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bool FBackendHelperAnim::ShouldAddAnimNodeInitializationFunctionCall(FEmitterLocalContext& Context, const UProperty* InProperty)
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{
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if(const UStructProperty* StructProperty = Cast<const UStructProperty>(InProperty))
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{
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if(StructProperty->Struct->IsChildOf(FAnimNode_Base::StaticStruct()))
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{
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return true;
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}
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}
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return false;
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}
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void FBackendHelperAnim::AddAnimNodeInitializationFunctionCall(FEmitterLocalContext& Context, const UProperty* InProperty)
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{
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if(const UStructProperty* StructProperty = Cast<const UStructProperty>(InProperty))
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{
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if(StructProperty->Struct->IsChildOf(FAnimNode_Base::StaticStruct()))
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{
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Context.Body.AddLine(FString::Printf(TEXT("__InitAnimNode__%s();"), *StructProperty->GetName()));
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}
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}
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}
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void FBackendHelperAnim::AddAnimNodeInitializationFunction(FEmitterLocalContext& Context, const FString& InCppClassName, const UProperty* InProperty, bool bInNewProperty, UObject* InCDO, UObject* InParentCDO)
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{
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if(const UStructProperty* StructProperty = Cast<const UStructProperty>(InProperty))
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{
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if(StructProperty->Struct->IsChildOf(FAnimNode_Base::StaticStruct()))
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{
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Context.Header.AddLine(FString::Printf(TEXT("void __InitAnimNode__%s();"), *StructProperty->GetName()));
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Context.Body.AddLine(FString::Printf(TEXT("void %s::__InitAnimNode__%s()"), *InCppClassName, *StructProperty->GetName()));
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Context.Body.AddLine(TEXT("{"));
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Context.Body.IncreaseIndent();
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FEmitDefaultValueHelper::OuterGenerate(Context, InProperty, TEXT(""), reinterpret_cast<const uint8*>(InCDO), bInNewProperty ? nullptr : reinterpret_cast<const uint8*>(InParentCDO), FEmitDefaultValueHelper::EPropertyAccessOperator::None, true);
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Context.Body.DecreaseIndent();
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Context.Body.AddLine(TEXT("}"));
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}
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}
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}
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void FBackendHelperAnim::AddAllAnimNodesInitializationFunction(FEmitterLocalContext& Context, const FString& InCppClassName, const TArray<const UProperty*>& InAnimProperties)
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{
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Context.Header.AddLine(TEXT("void __InitAllAnimNodes();"));
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Context.Body.AddLine(FString::Printf(TEXT("void %s::__InitAllAnimNodes()"), *InCppClassName));
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Context.Body.AddLine(TEXT("{"));
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Context.Body.IncreaseIndent();
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for(const UProperty* Property : InAnimProperties)
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{
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Context.Body.AddLine(FString::Printf(TEXT("__InitAnimNode__%s();"), *Property->GetName()));
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}
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Context.Body.DecreaseIndent();
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Context.Body.AddLine(TEXT("}"));
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}
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void FBackendHelperAnim::AddAllAnimNodesInitializationFunctionCall(FEmitterLocalContext& Context)
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{
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Context.Body.AddLine(TEXT("__InitAllAnimNodes();"));
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// anim nodes constructed, finish anim node initialization:
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FString Class = FEmitHelper::GetCppName(Context.GetCurrentlyGeneratedClass());
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Context.Body.AddLine(FString::Printf(TEXT("CastChecked<UAnimClassData>(CastChecked<UDynamicClass>(%s::StaticClass())->%s)->InitGraphExposedInputs(this);"), *Class, GET_MEMBER_NAME_STRING_CHECKED(UDynamicClass, AnimClassImplementation)));
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} |