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2025-05-18 13:04:45 +08:00

213 lines
6.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "MVVMPropertyPath.h"
#include "MVVMBlueprintPin.h"
#include "View/MVVMViewTypes.h"
#include "Types/MVVMConditionOperation.h"
#include "MVVMBlueprintViewCondition.generated.h"
struct FEdGraphEditAction;
class UEdGraph;
class UK2Node;
class UMVVMK2Node_IsConditionValid;
class UWidgetBlueprint;
/**
* Binding for an event that MVVM will listen too. Does not imply
* the MVVM graph itself will use events.
*
* Ex: UButton::OnClick
*/
UCLASS(Within = MVVMBlueprintView)
class MODELVIEWVIEWMODELBLUEPRINT_API UMVVMBlueprintViewCondition : public UObject
{
GENERATED_BODY()
public:
enum class EMessageType : uint8
{
Info,
Warning,
Error
};
struct FMessage
{
FText MessageText;
EMessageType MessageType;
};
public:
/** Whether the event is enabled or disabled by default. The instance may enable the event at runtime. */
UPROPERTY(EditAnywhere, Category = "Viewmodel")
bool bEnabled = true;
/** The event is visible in the editor, but is not compiled and cannot be used at runtime. */
UPROPERTY(EditAnywhere, Category = "Viewmodel")
bool bCompile = true;
public:
const FMVVMBlueprintPropertyPath& GetConditionPath() const
{
return ConditionPath;
}
void SetConditionPath(FMVVMBlueprintPropertyPath ConditionPath);
const FMVVMBlueprintPropertyPath& GetDestinationPath() const
{
return DestinationPath;
}
void SetDestinationPath(FMVVMBlueprintPropertyPath DestinationPath);
EMVVMConditionOperation GetOperation() const
{
return ConditionOperation;
}
void SetOperation(EMVVMConditionOperation Operation);
float GetOperationValue()
{
return Value;
}
void SetOperationValue(float NewValue);
float GetOperationMaxValue()
{
return MaxValue;
}
void SetOperationMaxValue(float NewMaxValue);
public:
UEdGraph* GetWrapperGraph() const
{
return CachedWrapperGraph;
}
FName GetWrapperGraphName() const
{
return GraphName;
}
enum ERemoveWrapperGraphParam
{
RemoveConversionFunctionCurrentValues, // when removing or changing the conversion function, we want to remove all the conversion function parameters
LeaveConversionFunctionCurrentValues // when we remove the wrapper graph because the destination path or condition properties are changed, we want to keep the conversion function parameters
};
void RemoveWrapperGraph(ERemoveWrapperGraphParam ActionForCurrentValues = RemoveConversionFunctionCurrentValues);
UK2Node* GetWrapperDestinationNode() const
{
return CachedWrapperDestinationNode;
}
UEdGraph* GetOrCreateWrapperGraph();
void RecreateWrapperGraph();
public:
TArrayView<const FMVVMBlueprintPin> GetPins() const
{
return SavedPins;
}
/** Generates SavedPins from the wrapper graph, if it exists. */
void SavePinValues();
/** Keep the orphaned pins. Add the missing pins. */
void UpdatePinValues();
/** Keep the orphaned pins. Add the missing pins. */
bool HasOrphanedPin() const;
/** Condition sources are tested at runtime to check if they are valid. */
void UpdateConditionKey(FMVVMViewClass_ConditionKey ConditionKey);
UEdGraphPin* GetOrCreateGraphPin(const FMVVMBlueprintPinId& Pin);
FMVVMBlueprintPropertyPath GetPinPath(const FMVVMBlueprintPinId& Pin) const;
void SetPinPath(const FMVVMBlueprintPinId& Pin, const FMVVMBlueprintPropertyPath& Path);
// To set a pin when loading the asset (no graph generation)
void SetPinPathNoGraphGeneration(const FMVVMBlueprintPinId& Pin, const FMVVMBlueprintPropertyPath& Path);
FSimpleMulticastDelegate OnWrapperGraphModified;
public:
TArray<FText> GetCompilationMessages(EMessageType InMessageType) const;
bool HasCompilationMessage(EMessageType InMessageType) const;
void AddCompilationToBinding(FMessage MessageToAdd) const;
void ResetCompilationMessages();
public:
/**
* Get a string that identifies this event.
*/
FText GetDisplayName(bool bUseDisplayName) const;
/**
* Get a string that identifies this event and is specifically formatted for search.
* This includes the display name and variable name of all fields and widgets, as well as all function keywords.
* For use in the UI, use GetDisplayNameString()
*/
FString GetSearchableString() const;
public:
virtual void PostEditChangeChainProperty(FPropertyChangedChainEvent& PropertyChainEvent) override;
private:
const UFunction* GetDestinationSignature() const;
void HandleGraphChanged(const FEdGraphEditAction& Action);
void HandleUserDefinedPinRenamed(UK2Node* InNode, FName OldPinName, FName NewPinName);
UWidgetBlueprint* GetWidgetBlueprintInternal() const;
void SetCachedWrapperGraphInternal(UEdGraph* Graph, UK2Node* Node, UMVVMK2Node_IsConditionValid* SourceNode);
UEdGraph* CreateWrapperGraphInternal();
void LoadPinValuesInternal();
void UpdateConditionKeyInternal();
private:
UPROPERTY(VisibleAnywhere, Category = "Viewmodel")
FMVVMBlueprintPropertyPath ConditionPath;
UPROPERTY(VisibleAnywhere, Category = "Viewmodel")
EMVVMConditionOperation ConditionOperation;
UPROPERTY(VisibleAnywhere, Category = "Viewmodel")
float Value;
UPROPERTY(VisibleAnywhere, Category = "Viewmodel")
float MaxValue;
UPROPERTY(VisibleAnywhere, Category = "Viewmodel")
FMVVMBlueprintPropertyPath DestinationPath;
/**
* The pin that are modified and we saved data.
* The data may not be modified. We used the default value of the K2Node in that case.
*/
UPROPERTY(VisibleAnywhere, Category = "Viewmodel")
TArray<FMVVMBlueprintPin> SavedPins;
UPROPERTY(VisibleAnywhere, Category = "Viewmodel")
FName GraphName;
UPROPERTY(VisibleAnywhere, Category = "Viewmodel")
FMVVMViewClass_ConditionKey ConditionKey;
mutable TArray<FMessage> Messages;
bool bLoadingPins = false;
UPROPERTY(Transient, DuplicateTransient)
mutable TObjectPtr<UEdGraph> CachedWrapperGraph;
UPROPERTY(Transient, DuplicateTransient)
mutable TObjectPtr<UK2Node> CachedWrapperDestinationNode;
UPROPERTY(Transient, DuplicateTransient)
mutable TObjectPtr<UMVVMK2Node_IsConditionValid> CachedConditionValidNode;
FDelegateHandle OnGraphChangedHandle;
FDelegateHandle OnUserDefinedPinRenamedHandle;
bool bNeedsToRegenerateChildren;
};