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

1751 lines
48 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StateTreeViewModel.h"
#include "Customizations/StateTreeEditorNodeUtils.h"
#include "StateTree.h"
#include "StateTreeEditorData.h"
#include "StateTreeDelegates.h"
#include "Debugger/StateTreeDebugger.h"
#include "Editor.h"
#include "ScopedTransaction.h"
#include "HAL/PlatformApplicationMisc.h"
#include "UnrealExporter.h"
#include "Exporters/Exporter.h"
#include "Factories.h"
#include "StateTreeTaskBase.h"
#include "StateTreeConditionBase.h"
#include "StateTreeConsiderationBase.h"
#include "StateTreePropertyHelpers.h"
#include "StateTreeScopedEditorDataFixer.h"
#include "Misc/NotNull.h"
#define LOCTEXT_NAMESPACE "StateTreeEditor"
namespace UE::StateTree::Editor
{
class FStateTreeStateTextFactory : public FCustomizableTextObjectFactory
{
public:
FStateTreeStateTextFactory()
: FCustomizableTextObjectFactory(GWarn)
{}
virtual bool CanCreateClass(UClass* InObjectClass, bool& bOmitSubObjs) const override
{
return InObjectClass->IsChildOf(UStateTreeState::StaticClass())
|| InObjectClass->IsChildOf(UStateTreeClipboardBindings::StaticClass());
}
virtual void ProcessConstructedObject(UObject* NewObject) override
{
if (UStateTreeState* State = Cast<UStateTreeState>(NewObject))
{
States.Add(State);
}
else if (UStateTreeClipboardBindings* Bindings = Cast<UStateTreeClipboardBindings>(NewObject))
{
ClipboardBindings = Bindings;
}
}
public:
TArray<UStateTreeState*> States;
UStateTreeClipboardBindings* ClipboardBindings = nullptr;
};
void CollectBindingsCopiesRecursive(UStateTreeEditorData* TreeData, UStateTreeState* State, TArray<FStateTreePropertyPathBinding>& AllBindings)
{
if (!State)
{
return;
}
TreeData->VisitStateNodes(*State, [TreeData, &AllBindings](const UStateTreeState* State, const FStateTreeBindableStructDesc& Desc, const FStateTreeDataView Value)
{
TArray<const FPropertyBindingBinding*> NodeBindings;
TreeData->GetPropertyEditorBindings()->FPropertyBindingBindingCollection::GetBindingsFor(Desc.ID, NodeBindings);
Algo::Transform(NodeBindings, AllBindings, [](const FPropertyBindingBinding* BindingPtr) { return *static_cast<const FStateTreePropertyPathBinding*>(BindingPtr); });
return EStateTreeVisitor::Continue;
});
for (UStateTreeState* ChildState : State->Children)
{
CollectBindingsCopiesRecursive(TreeData, ChildState, AllBindings);
}
}
FString ExportStatesToText(UStateTreeEditorData* TreeData, const TArrayView<UStateTreeState*> States)
{
if (States.IsEmpty())
{
return FString();
}
// Clear the mark state for saving.
UnMarkAllObjects(EObjectMark(OBJECTMARK_TagExp | OBJECTMARK_TagImp));
FStringOutputDevice Archive;
const FExportObjectInnerContext Context;
UStateTreeClipboardBindings* ClipboardBindings = NewObject<UStateTreeClipboardBindings>();
check(ClipboardBindings);
for (UStateTreeState* State : States)
{
UObject* ThisOuter = State->GetOuter();
UExporter::ExportToOutputDevice(&Context, State, nullptr, Archive, TEXT("copy"), 0, PPF_ExportsNotFullyQualified | PPF_Copy | PPF_Delimited, false, ThisOuter);
CollectBindingsCopiesRecursive(TreeData, State, ClipboardBindings->Bindings);
}
UExporter::ExportToOutputDevice(&Context, ClipboardBindings, nullptr, Archive, TEXT("copy"), 0, PPF_ExportsNotFullyQualified | PPF_Copy | PPF_Delimited, false);
return *Archive;
}
void CollectStateLinks(const UStruct* Struct, void* Memory, TArray<FStateTreeStateLink*>& Links)
{
for (TPropertyValueIterator<FStructProperty> It(Struct, Memory); It; ++It)
{
if (It->Key->Struct == TBaseStructure<FStateTreeStateLink>::Get())
{
FStateTreeStateLink* StateLink = static_cast<FStateTreeStateLink*>(const_cast<void*>(It->Value));
Links.Add(StateLink);
}
}
}
// todo: Should refactor it into FStateTreeScopedEditorDataFixer
void FixNodesAfterDuplication(TArrayView<FStateTreeEditorNode> Nodes, TMap<FGuid, FGuid>& IDsMap, TArray<FStateTreeStateLink*>& Links)
{
for (FStateTreeEditorNode& Node : Nodes)
{
const FGuid NewNodeID = FGuid::NewGuid();
IDsMap.Emplace(Node.ID, NewNodeID);
Node.ID = NewNodeID;
if (Node.Node.IsValid())
{
CollectStateLinks(Node.Node.GetScriptStruct(), Node.Node.GetMutableMemory(), Links);
}
if (Node.Instance.IsValid())
{
CollectStateLinks(Node.Instance.GetScriptStruct(), Node.Instance.GetMutableMemory(), Links);
}
if (Node.InstanceObject)
{
CollectStateLinks(Node.InstanceObject->GetClass(), Node.InstanceObject, Links);
}
}
}
// todo: Should refactor it into FStateTreeScopedEditorDataFixer
void FixStateAfterDuplication(UStateTreeState* State, UStateTreeState* NewParentState, TMap<FGuid, FGuid>& IDsMap, TArray<FStateTreeStateLink*>& Links, TArray<UStateTreeState*>& NewStates)
{
State->Modify();
const FGuid NewStateID = FGuid::NewGuid();
IDsMap.Emplace(State->ID, NewStateID);
State->ID = NewStateID;
const FGuid NewParametersID = FGuid::NewGuid();
IDsMap.Emplace(State->Parameters.ID, NewParametersID);
State->Parameters.ID = NewParametersID;
State->Parent = NewParentState;
NewStates.Add(State);
if (State->Type == EStateTreeStateType::Linked)
{
Links.Emplace(&State->LinkedSubtree);
}
FixNodesAfterDuplication(TArrayView<FStateTreeEditorNode>(&State->SingleTask, 1), IDsMap, Links);
FixNodesAfterDuplication(State->Tasks, IDsMap, Links);
FixNodesAfterDuplication(State->EnterConditions, IDsMap, Links);
FixNodesAfterDuplication(State->Considerations, IDsMap, Links);
for (FStateTreeTransition& Transition : State->Transitions)
{
// Transition Ids are not used by nodes so no need to add to 'IDsMap'
Transition.ID = FGuid::NewGuid();
FixNodesAfterDuplication(Transition.Conditions, IDsMap, Links);
Links.Emplace(&Transition.State);
}
for (UStateTreeState* Child : State->Children)
{
FixStateAfterDuplication(Child, State, IDsMap, Links, NewStates);
}
}
// Removes states from the array which are children of any other state.
void RemoveContainedChildren(TArray<UStateTreeState*>& States)
{
TSet<UStateTreeState*> UniqueStates;
for (UStateTreeState* State : States)
{
UniqueStates.Add(State);
}
for (int32 i = 0; i < States.Num(); )
{
UStateTreeState* State = States[i];
// Walk up the parent state sand if the current state
// exists in any of them, remove it.
UStateTreeState* StateParent = State->Parent;
bool bShouldRemove = false;
while (StateParent)
{
if (UniqueStates.Contains(StateParent))
{
bShouldRemove = true;
break;
}
StateParent = StateParent->Parent;
}
if (bShouldRemove)
{
States.RemoveAt(i);
}
else
{
i++;
}
}
}
// Returns true if the state is child of parent state.
bool IsChildOf(const UStateTreeState* ParentState, const UStateTreeState* State)
{
for (const UStateTreeState* Child : ParentState->Children)
{
if (Child == State)
{
return true;
}
if (IsChildOf(Child, State))
{
return true;
}
}
return false;
}
namespace Private
{
/* Short-lived helper struct for node manipulation in the editor */
struct FStateTreeStateNodeEditorHandle
{
const TNotNull<UStateTreeEditorData*> EditorData;
const TNotNull<UStateTreeState*> OwnerState;
private:
FStringView NodePath;
int32 ArrayIndex = INDEX_NONE;
void* TargetArray = nullptr;
void* TargetNode = nullptr;
bool bIsTransition = false;
public:
FStateTreeStateNodeEditorHandle(const TNotNull<UStateTreeEditorData*> InEditorData, const TNotNull<UStateTreeState*> InOwnerState, const FGuid& NodeID)
: EditorData(InEditorData),
OwnerState(InOwnerState)
{
auto FindNode = [Self = this, &NodeID]<typename T>(T& Nodes, FStringView Path)
{
for (int32 Index = 0; Index < Nodes.Num(); ++Index)
{
if (NodeID == Nodes[Index].ID)
{
Self->ArrayIndex = Index;
Self->TargetArray = &Nodes;
Self->TargetNode = &Nodes[Self->ArrayIndex];
Self->NodePath = Path;
return true;
}
}
return false;
};
if (!NodeID.IsValid())
{
return;
}
if (FindNode(OwnerState->EnterConditions, TEXT("EnterConditions")))
{
return;
}
if (FindNode(OwnerState->Tasks, TEXT("Tasks")))
{
return;
}
if (NodeID == OwnerState->SingleTask.ID)
{
NodePath = TEXT("SingleTask");
TargetNode = &OwnerState->SingleTask;
return;
}
if (FindNode(OwnerState->Considerations, TEXT("Considerations")))
{
return;
}
if (FindNode(OwnerState->Transitions, TEXT("Transitions")))
{
bIsTransition = true;
return;
}
}
bool IsValid() const
{
return TargetNode != nullptr;
}
bool IsTransition() const
{
return bIsTransition;
}
FStateTreeEditorNode& GetEditorNode() const
{
check(IsValid() && !IsTransition());
return *static_cast<FStateTreeEditorNode*>(TargetNode);
}
TArray<FStateTreeEditorNode>& GetEditorNodeArray() const
{
check(IsValid() && !IsTransition() && GetNodeIndex() != INDEX_NONE);
return *static_cast<TArray<FStateTreeEditorNode>*>(TargetArray);
}
FStateTreeTransition& GetTransition() const
{
check(IsValid() && IsTransition());
return *static_cast<FStateTreeTransition*>(TargetNode);
}
TArray<FStateTreeTransition>& GetTransitionArray() const
{
check(IsValid() && IsTransition() && GetNodeIndex() != INDEX_NONE);
return *static_cast<TArray<FStateTreeTransition>*>(TargetArray);
}
FStringView GetNodePath() const
{
return NodePath;
}
int32 GetNodeIndex() const
{
return ArrayIndex;
}
};
}
};
FStateTreeViewModel::FStateTreeViewModel()
: TreeDataWeak(nullptr)
#if WITH_STATETREE_TRACE_DEBUGGER
, Debugger(MakeShareable(new FStateTreeDebugger))
#endif // WITH_STATETREE_TRACE_DEBUGGER
{
}
FStateTreeViewModel::~FStateTreeViewModel()
{
if (GEditor)
{
GEditor->UnregisterForUndo(this);
}
UE::StateTree::Delegates::OnIdentifierChanged.RemoveAll(this);
}
void FStateTreeViewModel::Init(UStateTreeEditorData* InTreeData)
{
TreeDataWeak = InTreeData;
GEditor->RegisterForUndo(this);
UE::StateTree::Delegates::OnIdentifierChanged.AddSP(this, &FStateTreeViewModel::HandleIdentifierChanged);
#if WITH_STATETREE_TRACE_DEBUGGER
UE::StateTree::Delegates::OnBreakpointsChanged.AddSP(this, &FStateTreeViewModel::HandleBreakpointsChanged);
UE::StateTree::Delegates::OnPostCompile.AddSP(this, &FStateTreeViewModel::HandlePostCompile);
Debugger->SetAsset(GetStateTree());
BindToDebuggerDelegates();
RefreshDebuggerBreakpoints();
#endif // WITH_STATETREE_TRACE_DEBUGGER
}
const UStateTree* FStateTreeViewModel::GetStateTree() const
{
if (const UStateTreeEditorData* TreeData = TreeDataWeak.Get())
{
return TreeData->GetTypedOuter<UStateTree>();
}
return nullptr;
}
const UStateTreeEditorData* FStateTreeViewModel::GetStateTreeEditorData() const
{
return TreeDataWeak.Get();
}
const UStateTreeState* FStateTreeViewModel::GetStateByID(const FGuid StateID) const
{
if (const UStateTreeEditorData* TreeData = TreeDataWeak.Get())
{
return const_cast<UStateTreeState*>(TreeData->GetStateByID(StateID));
}
return nullptr;
}
UStateTreeState* FStateTreeViewModel::GetMutableStateByID(const FGuid StateID) const
{
if (UStateTreeEditorData* TreeData = TreeDataWeak.Get())
{
return TreeData->GetMutableStateByID(StateID);
}
return nullptr;
}
void FStateTreeViewModel::HandleIdentifierChanged(const UStateTree& StateTree) const
{
if (GetStateTree() == &StateTree)
{
OnAssetChanged.Broadcast();
}
}
#if WITH_STATETREE_TRACE_DEBUGGER
bool FStateTreeViewModel::CanAddStateBreakpoint(const EStateTreeBreakpointType Type) const
{
const UStateTreeEditorData* EditorData = TreeDataWeak.Get();
if (!ensure(EditorData != nullptr))
{
return false;
}
for (const TWeakObjectPtr<UStateTreeState>& WeakState : SelectedStates)
{
if (const UStateTreeState* State = WeakState.Get())
{
if (EditorData->HasBreakpoint(State->ID, Type) == false)
{
return true;
}
}
}
return false;
}
bool FStateTreeViewModel::CanRemoveStateBreakpoint(const EStateTreeBreakpointType Type) const
{
const UStateTreeEditorData* EditorData = TreeDataWeak.Get();
if (!ensure(EditorData != nullptr))
{
return false;
}
for (const TWeakObjectPtr<UStateTreeState>& WeakState : SelectedStates)
{
if (const UStateTreeState* State = WeakState.Get())
{
if (EditorData->HasBreakpoint(State->ID, Type))
{
return true;
}
}
}
return false;
}
ECheckBoxState FStateTreeViewModel::GetStateBreakpointCheckState(const EStateTreeBreakpointType Type) const
{
const bool bCanAdd = CanAddStateBreakpoint(Type);
const bool bCanRemove = CanRemoveStateBreakpoint(Type);
if (bCanAdd && bCanRemove)
{
return ECheckBoxState::Undetermined;
}
if (bCanRemove)
{
return ECheckBoxState::Checked;
}
if (bCanAdd)
{
return ECheckBoxState::Unchecked;
}
// Should not happen since action is not visible in this case
return ECheckBoxState::Undetermined;
}
void FStateTreeViewModel::HandleEnableStateBreakpoint(EStateTreeBreakpointType Type)
{
TArray<UStateTreeState*> ValidatedSelectedStates;
GetSelectedStates(ValidatedSelectedStates);
if (ValidatedSelectedStates.IsEmpty())
{
return;
}
UStateTreeEditorData* EditorData = TreeDataWeak.Get();
if (!ensure(EditorData != nullptr))
{
return;
}
TBitArray<> HasBreakpoint;
HasBreakpoint.Reserve(ValidatedSelectedStates.Num());
for (const UStateTreeState* SelectedState : ValidatedSelectedStates)
{
HasBreakpoint.Add(SelectedState != nullptr && EditorData->HasBreakpoint(SelectedState->ID, Type));
}
check(HasBreakpoint.Num() == ValidatedSelectedStates.Num());
// Process CanAdd first so in case of undetermined state (mixed selection) we add by default.
if (CanAddStateBreakpoint(Type))
{
const FScopedTransaction Transaction(LOCTEXT("AddStateBreakpoint", "Add State Breakpoint(s)"));
EditorData->Modify();
for (int Index = 0; Index < ValidatedSelectedStates.Num(); ++Index)
{
const UStateTreeState* SelectedState = ValidatedSelectedStates[Index];
if (HasBreakpoint[Index] == false && SelectedState != nullptr)
{
EditorData->AddBreakpoint(SelectedState->ID, Type);
}
}
}
else if (CanRemoveStateBreakpoint(Type))
{
const FScopedTransaction Transaction(LOCTEXT("RemoveStateBreakpoint", "Remove State Breakpoint(s)"));
EditorData->Modify();
for (int Index = 0; Index < ValidatedSelectedStates.Num(); ++Index)
{
const UStateTreeState* SelectedState = ValidatedSelectedStates[Index];
if (HasBreakpoint[Index] && SelectedState != nullptr)
{
EditorData->RemoveBreakpoint(SelectedState->ID, Type);
}
}
}
}
UStateTreeState* FStateTreeViewModel::FindStateAssociatedToBreakpoint(FStateTreeDebuggerBreakpoint Breakpoint) const
{
UStateTreeEditorData* EditorData = TreeDataWeak.Get();
if (EditorData == nullptr)
{
return nullptr;
}
const UStateTree* StateTree = GetStateTree();
if (StateTree == nullptr)
{
return nullptr;
}
UStateTreeState* StateTreeState = nullptr;
if (const FStateTreeStateHandle* StateHandle = Breakpoint.ElementIdentifier.TryGet<FStateTreeStateHandle>())
{
const FGuid StateId = StateTree->GetStateIdFromHandle(*StateHandle);
StateTreeState = EditorData->GetMutableStateByID(StateId);
}
else if (const FStateTreeDebuggerBreakpoint::FStateTreeTaskIndex* TaskIndex = Breakpoint.ElementIdentifier.TryGet<FStateTreeDebuggerBreakpoint::FStateTreeTaskIndex>())
{
const FGuid TaskId = StateTree->GetNodeIdFromIndex(TaskIndex->Index);
EditorData->VisitHierarchy([&TaskId, &StateTreeState](UStateTreeState& State, UStateTreeState* /*ParentState*/)
{
for (const FStateTreeEditorNode& EditorNode : State.Tasks)
{
if (EditorNode.ID == TaskId)
{
StateTreeState = &State;
return EStateTreeVisitor::Break;
}
}
return EStateTreeVisitor::Continue;
});
}
else if (const FStateTreeDebuggerBreakpoint::FStateTreeTransitionIndex* TransitionIndex = Breakpoint.ElementIdentifier.TryGet<FStateTreeDebuggerBreakpoint::FStateTreeTransitionIndex>())
{
const FGuid TransitionId = StateTree->GetTransitionIdFromIndex(TransitionIndex->Index);
EditorData->VisitHierarchy([&TransitionId, &StateTreeState](UStateTreeState& State, UStateTreeState* /*ParentState*/)
{
for (const FStateTreeTransition& StateTransition : State.Transitions)
{
if (StateTransition.ID == TransitionId)
{
StateTreeState = &State;
return EStateTreeVisitor::Break;
}
}
return EStateTreeVisitor::Continue;
});
}
return StateTreeState;
}
void FStateTreeViewModel::HandleBreakpointsChanged(const UStateTree& StateTree)
{
if (GetStateTree() == &StateTree)
{
RefreshDebuggerBreakpoints();
}
}
void FStateTreeViewModel::HandlePostCompile(const UStateTree& StateTree)
{
if (GetStateTree() == &StateTree)
{
RefreshDebuggerBreakpoints();
}
}
void FStateTreeViewModel::RefreshDebuggerBreakpoints()
{
const UStateTree* StateTree = GetStateTree();
const UStateTreeEditorData* TreeData = TreeDataWeak.Get();
if (StateTree != nullptr && TreeData != nullptr)
{
Debugger->ClearAllBreakpoints();
for (const FStateTreeEditorBreakpoint& Breakpoint : TreeData->Breakpoints)
{
// Test if the ID is associated to a task
const FStateTreeIndex16 Index = StateTree->GetNodeIndexFromId(Breakpoint.ID);
if (Index.IsValid())
{
Debugger->SetTaskBreakpoint(Index, Breakpoint.BreakpointType);
}
else
{
// Then test if the ID is associated to a State
FStateTreeStateHandle StateHandle = StateTree->GetStateHandleFromId(Breakpoint.ID);
if (StateHandle.IsValid())
{
Debugger->SetStateBreakpoint(StateHandle, Breakpoint.BreakpointType);
}
else
{
// Then test if the ID is associated to a transition
const FStateTreeIndex16 TransitionIndex = StateTree->GetTransitionIndexFromId(Breakpoint.ID);
if (TransitionIndex.IsValid())
{
Debugger->SetTransitionBreakpoint(TransitionIndex, Breakpoint.BreakpointType);
}
}
}
}
}
}
#endif // WITH_STATETREE_TRACE_DEBUGGER
void FStateTreeViewModel::NotifyAssetChangedExternally() const
{
OnAssetChanged.Broadcast();
}
void FStateTreeViewModel::NotifyStatesChangedExternally(const TSet<UStateTreeState*>& ChangedStates, const FPropertyChangedEvent& PropertyChangedEvent) const
{
OnStatesChanged.Broadcast(ChangedStates, PropertyChangedEvent);
}
TArray<TObjectPtr<UStateTreeState>>* FStateTreeViewModel::GetSubTrees() const
{
UStateTreeEditorData* TreeData = TreeDataWeak.Get();
return TreeData != nullptr ? &TreeData->SubTrees : nullptr;
}
int32 FStateTreeViewModel::GetSubTreeCount() const
{
UStateTreeEditorData* TreeData = TreeDataWeak.Get();
return TreeData != nullptr ? TreeData->SubTrees.Num() : 0;
}
void FStateTreeViewModel::GetSubTrees(TArray<TWeakObjectPtr<UStateTreeState>>& OutSubtrees) const
{
OutSubtrees.Reset();
if (UStateTreeEditorData* TreeData = TreeDataWeak.Get())
{
for (UStateTreeState* Subtree : TreeData->SubTrees)
{
OutSubtrees.Add(Subtree);
}
}
}
void FStateTreeViewModel::GetLinkStates(FGuid StateID, TArray<FGuid>& LinkingIn, TArray<FGuid>& LinkedOut) const
{
const UStateTreeState* State = GetStateByID(StateID);
if (State == nullptr)
{
return;
}
if (UStateTreeEditorData* TreeData = TreeDataWeak.Get())
{
TreeData->VisitHierarchy([&LinkingIn, &LinkedOut, StateID = State->ID](UStateTreeState& State, UStateTreeState* ParentState)
{
if (State.ID == StateID)
{
return EStateTreeVisitor::Continue;
}
if (State.Type == EStateTreeStateType::Linked && StateID == State.LinkedSubtree.ID)
{
LinkingIn.AddUnique(State.ID);
}
else
{
for (const FStateTreeTransition& Transition : State.Transitions)
{
if (Transition.State.ID == StateID)
{
LinkingIn.AddUnique(State.ID);
}
}
}
return EStateTreeVisitor::Continue;
});
if (State->Type == EStateTreeStateType::Linked)
{
LinkedOut.AddUnique(State->LinkedSubtree.ID);
}
for (const FStateTreeTransition& Transition : State->Transitions)
{
LinkedOut.AddUnique(Transition.State.ID);
}
}
}
void FStateTreeViewModel::PostUndo(bool bSuccess)
{
// TODO: see if we can narrow this down.
OnAssetChanged.Broadcast();
}
void FStateTreeViewModel::PostRedo(bool bSuccess)
{
OnAssetChanged.Broadcast();
}
void FStateTreeViewModel::ClearSelection()
{
if (SelectedStates.IsEmpty())
{
return;
}
SelectedStates.Reset();
const TArray<TWeakObjectPtr<UStateTreeState>> SelectedStatesArr;
OnSelectionChanged.Broadcast(SelectedStatesArr);
}
void FStateTreeViewModel::SetSelection(UStateTreeState* Selected)
{
if (SelectedStates.Num() == 1 && SelectedStates.Contains(Selected))
{
return;
}
SelectedStates.Reset();
if (Selected != nullptr)
{
SelectedStates.Add(Selected);
}
TArray<TWeakObjectPtr<UStateTreeState>> SelectedStatesArr;
SelectedStatesArr.Add(Selected);
OnSelectionChanged.Broadcast(SelectedStatesArr);
}
void FStateTreeViewModel::DeleteNode(TWeakObjectPtr<UStateTreeState> State, const FGuid& ID)
{
if (UStateTreeEditorData* EditorData = TreeDataWeak.Get())
{
if (UStateTreeState* OwnerState = State.Get())
{
const UE::StateTree::Editor::Private::FStateTreeStateNodeEditorHandle StateNodeHandle(EditorData, OwnerState, ID);
// If the op can not be executed, don't even start the transaction
if (!StateNodeHandle.IsValid())
{
return;
}
auto DeleteFunc = [&StateNodeHandle](TNotNull<UStateTreeState*> InOwnerState, TNotNull<UStateTreeEditorData*> InEditorData, const FStateTreeEditPropertyPath& InPropertyPath)
{
StateNodeHandle.EditorData->Modify();
UE::StateTreeEditor::FScopedEditorDataFixer DataFixer(InEditorData);
DataFixer.bRemoveInvalidBindings = true;
if (StateNodeHandle.IsTransition())
{
StateNodeHandle.GetTransitionArray().RemoveAt(StateNodeHandle.GetNodeIndex());
}
else
{
StateNodeHandle.GetEditorNodeArray().RemoveAt(StateNodeHandle.GetNodeIndex());
}
};
UE::StateTree::PropertyHelpers::ModifyStateInPreAndPostEdit(
LOCTEXT("DeleteNodeTransaction", "Delete Node"),
StateNodeHandle.OwnerState,
StateNodeHandle.EditorData,
StateNodeHandle.GetNodePath(),
DeleteFunc,
StateNodeHandle.GetNodeIndex(),
EPropertyChangeType::ArrayRemove);
OnStateNodesChanged.Broadcast(OwnerState);
}
}
}
void FStateTreeViewModel::DeleteAllNodes(TWeakObjectPtr<UStateTreeState> State, const FGuid& ID)
{
if (UStateTreeEditorData* EditorData = TreeDataWeak.Get())
{
if (UStateTreeState* OwnerState = State.Get())
{
UE::StateTree::Editor::Private::FStateTreeStateNodeEditorHandle StateNodeHandle(EditorData, OwnerState, ID);
// If the op can not be executed, don't even start the transaction
if (!StateNodeHandle.IsValid())
{
return;
}
auto DeleteAllFunc = [&StateNodeHandle](const TNotNull<UStateTreeState*> InOwnerState, const TNotNull<UStateTreeEditorData*> InEditorData, const FStateTreeEditPropertyPath& InPropertyPath)
{
StateNodeHandle.EditorData->Modify();
UE::StateTreeEditor::FScopedEditorDataFixer DataFixer(InEditorData);
DataFixer.bRemoveInvalidBindings = true;
if (StateNodeHandle.IsTransition())
{
StateNodeHandle.GetTransitionArray().Empty();
}
else
{
StateNodeHandle.GetEditorNodeArray().Empty();
}
};
UE::StateTree::PropertyHelpers::ModifyStateInPreAndPostEdit(
LOCTEXT("DeleteAllNodesTransaction", "Delete All Nodes"),
StateNodeHandle.OwnerState,
StateNodeHandle.EditorData,
StateNodeHandle.GetNodePath(),
DeleteAllFunc,
INDEX_NONE, // Pass Invalid Index to Array Clear Op
EPropertyChangeType::ArrayClear);
OnStateNodesChanged.Broadcast(OwnerState);
}
}
}
void FStateTreeViewModel::CopyNode(TWeakObjectPtr<UStateTreeState> State, const FGuid& ID)
{
if (UStateTreeEditorData* EditorData = TreeDataWeak.Get())
{
if (UStateTreeState* OwnerState = State.Get())
{
UE::StateTree::Editor::Private::FStateTreeStateNodeEditorHandle StateNodeHandle(EditorData, OwnerState, ID);
// If the op can not be executed, don't even start the transaction
if (!StateNodeHandle.IsValid())
{
return;
}
const UScriptStruct* BaseStruct = nullptr;
if (StateNodeHandle.IsTransition())
{
BaseStruct = FStateTreeTransition::StaticStruct();
}
else
{
BaseStruct = FStateTreeEditorNode::StaticStruct();
}
// Use PPF_Copy so that all properties get copied.
FString Value;
constexpr EPropertyPortFlags PortFlags = PPF_Copy;
BaseStruct->ExportText(Value, StateNodeHandle.IsTransition() ? (void*)&StateNodeHandle.GetTransition() : (void*)&StateNodeHandle.GetEditorNode(), nullptr, nullptr, PortFlags, nullptr);
FPlatformApplicationMisc::ClipboardCopy(*Value);
}
}
}
void FStateTreeViewModel::PasteNode(TWeakObjectPtr<UStateTreeState> State, const FGuid& ID)
{
if (UStateTreeEditorData* EditorData = TreeDataWeak.Get())
{
if (UStateTreeState* OwnerState = State.Get())
{
UE::StateTree::Editor::Private::FStateTreeStateNodeEditorHandle StateNodeHandle(EditorData, OwnerState, ID);
// If the op can not be executed, don't even start the transaction
if (!StateNodeHandle.IsValid())
{
return;
}
// For Editor Node, we have a validation process which might early out if failed. Dry run with a Temp.
FStateTreeEditorNode TempEditorNode;
if (!StateNodeHandle.IsTransition())
{
static const UScriptStruct* TaskBaseStruct = FStateTreeTaskBase::StaticStruct();
static const UScriptStruct* ConditionBaseStruct = FStateTreeConditionBase::StaticStruct();
static const UScriptStruct* ConsiderationBaseStruct = FStateTreeConsiderationBase::StaticStruct();
const UScriptStruct* BaseNodeScriptStruct = nullptr;
const UScriptStruct* NodeScriptStruct = StateNodeHandle.GetEditorNode().Node.GetScriptStruct();
if (NodeScriptStruct->IsChildOf(TaskBaseStruct))
{
BaseNodeScriptStruct = TaskBaseStruct;
}
else if (NodeScriptStruct->IsChildOf(ConditionBaseStruct))
{
BaseNodeScriptStruct = ConditionBaseStruct;
}
else if (NodeScriptStruct->IsChildOf(ConsiderationBaseStruct))
{
BaseNodeScriptStruct = ConsiderationBaseStruct;
}
const bool bSuccess = UE::StateTreeEditor::EditorNodeUtils::ImportTextAsNode(BaseNodeScriptStruct, StateNodeHandle.EditorData, TempEditorNode);
// If the op can not be executed, don't even start the transaction
if (!bSuccess)
{
return;
}
}
auto PasteFunc = [&StateNodeHandle, &TempEditorNode](const TNotNull<UStateTreeState*> InOwnerState, const TNotNull<UStateTreeEditorData*> InEditorData, const FStateTreeEditPropertyPath& InPropertyPath)
{
InEditorData->Modify();
UE::StateTreeEditor::FScopedEditorDataFixer DataFixer(StateNodeHandle.EditorData);
constexpr bool bShouldCopyBindings = true;
constexpr bool bShouldReinstantiateInstanceData = true;
constexpr bool bShouldRegenerateGUID = true;
if (StateNodeHandle.IsTransition())
{
FString PastedText;
FPlatformApplicationMisc::ClipboardPaste(PastedText);
const UScriptStruct* TransitionStruct = FStateTreeTransition::StaticStruct();
TransitionStruct->ImportText(*PastedText, &StateNodeHandle.GetTransition(), nullptr, PPF_None, nullptr, TransitionStruct->GetName());
DataFixer.TransitionsToFix.Emplace(StateNodeHandle.OwnerState, StateNodeHandle.GetTransition(), bShouldCopyBindings, bShouldReinstantiateInstanceData, bShouldRegenerateGUID);
}
else
{
StateNodeHandle.GetEditorNode() = TempEditorNode;
DataFixer.EditorNodesToFix.Emplace(StateNodeHandle.OwnerState, StateNodeHandle.GetEditorNode(), bShouldCopyBindings, bShouldReinstantiateInstanceData, bShouldRegenerateGUID);
}
};
UE::StateTree::PropertyHelpers::ModifyStateInPreAndPostEdit(
LOCTEXT("PasteNodeTransaction", "Paste Node"),
StateNodeHandle.OwnerState,
StateNodeHandle.EditorData,
StateNodeHandle.GetNodePath(),
PasteFunc,
INDEX_NONE, // Value Set Op, skip the index
EPropertyChangeType::ValueSet);
OnStateNodesChanged.Broadcast(OwnerState);
}
}
}
void FStateTreeViewModel::DuplicateNode(TWeakObjectPtr<UStateTreeState> State, const FGuid& ID)
{
if (UStateTreeEditorData* EditorData = TreeDataWeak.Get())
{
if (UStateTreeState* OwnerState = State.Get())
{
UE::StateTree::Editor::Private::FStateTreeStateNodeEditorHandle StateNodeHandle(EditorData, OwnerState, ID);
// If the op can not be executed, don't even start the transaction
if (!StateNodeHandle.IsValid())
{
return;
}
auto DuplicateFunc = [&StateNodeHandle](const TNotNull<UStateTreeState*> InOwnerState, const TNotNull<UStateTreeEditorData*> InEditorData, const FStateTreeEditPropertyPath& InPropertyPath)
{
InEditorData->Modify();
UE::StateTreeEditor::FScopedEditorDataFixer DataFixer(StateNodeHandle.EditorData);
constexpr bool bShouldCopyBindings = true;
constexpr bool bShouldReinstantiateInstanceData = true;
constexpr bool bShouldRegenerateGUID = true;
if (StateNodeHandle.IsTransition())
{
// Make a temp copy
const FStateTreeTransition TempTransition = StateNodeHandle.GetTransition();
FStateTreeTransition& NewTransition = StateNodeHandle.GetTransitionArray().Insert_GetRef(TempTransition, StateNodeHandle.GetNodeIndex());
DataFixer.TransitionsToFix.Emplace(StateNodeHandle.OwnerState, NewTransition, bShouldCopyBindings, bShouldReinstantiateInstanceData, bShouldRegenerateGUID);
}
else
{
// Make a temp copy
const FStateTreeEditorNode TempEditorNode = StateNodeHandle.GetEditorNode();
FStateTreeEditorNode& NewEditorNode = StateNodeHandle.GetEditorNodeArray().Insert_GetRef(TempEditorNode, StateNodeHandle.GetNodeIndex());
DataFixer.EditorNodesToFix.Emplace(StateNodeHandle.OwnerState, NewEditorNode, bShouldCopyBindings, bShouldReinstantiateInstanceData, bShouldRegenerateGUID);
}
};
UE::StateTree::PropertyHelpers::ModifyStateInPreAndPostEdit(
LOCTEXT("DuplicateNodeTransaction", "Duplicate Node"),
StateNodeHandle.OwnerState,
StateNodeHandle.EditorData,
StateNodeHandle.GetNodePath(),
DuplicateFunc,
StateNodeHandle.GetNodeIndex(),
EPropertyChangeType::Duplicate);
OnStateNodesChanged.Broadcast(OwnerState);
}
}
}
void FStateTreeViewModel::SetSelection(const TArray<TWeakObjectPtr<UStateTreeState>>& InSelectedStates)
{
if (SelectedStates.Num() == InSelectedStates.Num() && SelectedStates.Array() == InSelectedStates)
{
return;
}
SelectedStates.Reset();
for (const TWeakObjectPtr<UStateTreeState>& State : InSelectedStates)
{
if (State.Get())
{
SelectedStates.Add(State);
}
}
OnSelectionChanged.Broadcast(InSelectedStates);
}
bool FStateTreeViewModel::IsSelected(const UStateTreeState* State) const
{
const TWeakObjectPtr<UStateTreeState> WeakState = const_cast<UStateTreeState*>(State);
return SelectedStates.Contains(WeakState);
}
bool FStateTreeViewModel::IsChildOfSelection(const UStateTreeState* State) const
{
for (const TWeakObjectPtr<UStateTreeState>& WeakSelectedState : SelectedStates)
{
if (const UStateTreeState* SelectedState = Cast<UStateTreeState>(WeakSelectedState.Get()))
{
if (SelectedState == State)
{
return true;
}
if (UE::StateTree::Editor::IsChildOf(SelectedState, State))
{
return true;
}
}
}
return false;
}
void FStateTreeViewModel::GetSelectedStates(TArray<UStateTreeState*>& OutSelectedStates) const
{
OutSelectedStates.Reset();
for (const TWeakObjectPtr<UStateTreeState>& WeakState : SelectedStates)
{
if (UStateTreeState* State = WeakState.Get())
{
OutSelectedStates.Add(State);
}
}
}
void FStateTreeViewModel::GetSelectedStates(TArray<TWeakObjectPtr<UStateTreeState>>& OutSelectedStates) const
{
OutSelectedStates.Reset();
for (const TWeakObjectPtr<UStateTreeState>& WeakState : SelectedStates)
{
if (WeakState.Get())
{
OutSelectedStates.Add(WeakState);
}
}
}
bool FStateTreeViewModel::HasSelection() const
{
return SelectedStates.Num() > 0;
}
void FStateTreeViewModel::BringNodeToFocus(UStateTreeState* State, const FGuid NodeID)
{
SetSelection(State);
OnBringNodeToFocus.Broadcast(State, NodeID);
}
void FStateTreeViewModel::GetPersistentExpandedStates(TSet<TWeakObjectPtr<UStateTreeState>>& OutExpandedStates)
{
OutExpandedStates.Reset();
if (UStateTreeEditorData* TreeData = TreeDataWeak.Get())
{
for (UStateTreeState* SubTree : TreeData->SubTrees)
{
GetExpandedStatesRecursive(SubTree, OutExpandedStates);
}
}
}
void FStateTreeViewModel::GetExpandedStatesRecursive(UStateTreeState* State, TSet<TWeakObjectPtr<UStateTreeState>>& OutExpandedStates)
{
if (State->bExpanded)
{
OutExpandedStates.Add(State);
}
for (UStateTreeState* Child : State->Children)
{
GetExpandedStatesRecursive(Child, OutExpandedStates);
}
}
void FStateTreeViewModel::SetPersistentExpandedStates(TSet<TWeakObjectPtr<UStateTreeState>>& InExpandedStates)
{
UStateTreeEditorData* TreeData = TreeDataWeak.Get();
if (TreeData == nullptr)
{
return;
}
TreeData->Modify();
for (TWeakObjectPtr<UStateTreeState>& WeakState : InExpandedStates)
{
if (UStateTreeState* State = WeakState.Get())
{
State->bExpanded = true;
}
}
}
void FStateTreeViewModel::AddState(UStateTreeState* AfterState)
{
UStateTreeEditorData* TreeData = TreeDataWeak.Get();
if (TreeData == nullptr)
{
return;
}
const FScopedTransaction Transaction(LOCTEXT("AddStateTransaction", "Add State"));
UStateTreeState* NewState = NewObject<UStateTreeState>(TreeData, FName(), RF_Transactional);
UStateTreeState* ParentState = nullptr;
if (AfterState == nullptr)
{
// If no subtrees, add a subtree, or add to the root state.
if (TreeData->SubTrees.IsEmpty())
{
TreeData->Modify();
TreeData->SubTrees.Add(NewState);
}
else
{
UStateTreeState* RootState = TreeData->SubTrees[0];
if (ensureMsgf(RootState, TEXT("%s: Root state is empty."), *GetNameSafe(TreeData->GetOuter())))
{
RootState->Modify();
RootState->Children.Add(NewState);
NewState->Parent = RootState;
ParentState = RootState;
}
}
}
else
{
ParentState = AfterState->Parent;
if (ParentState != nullptr)
{
ParentState->Modify();
}
else
{
TreeData->Modify();
}
TArray<TObjectPtr<UStateTreeState>>& ParentArray = ParentState ? ParentState->Children : TreeData->SubTrees;
const int32 TargetIndex = ParentArray.Find(AfterState);
if (TargetIndex != INDEX_NONE)
{
// Insert After
ParentArray.Insert(NewState, TargetIndex + 1);
NewState->Parent = ParentState;
}
else
{
// Fallback, should never happen.
ensureMsgf(false, TEXT("%s: Failed to find specified target state %s on state %s while adding new state."), *GetNameSafe(TreeData->GetOuter()), *GetNameSafe(AfterState), *GetNameSafe(ParentState));
ParentArray.Add(NewState);
NewState->Parent = ParentState;
}
}
OnStateAdded.Broadcast(ParentState, NewState);
}
void FStateTreeViewModel::AddChildState(UStateTreeState* ParentState)
{
UStateTreeEditorData* TreeData = TreeDataWeak.Get();
if (TreeData == nullptr || ParentState == nullptr)
{
return;
}
const FScopedTransaction Transaction(LOCTEXT("AddChildStateTransaction", "Add Child State"));
UStateTreeState* NewState = NewObject<UStateTreeState>(ParentState, FName(), RF_Transactional);
ParentState->Modify();
ParentState->Children.Add(NewState);
NewState->Parent = ParentState;
OnStateAdded.Broadcast(ParentState, NewState);
}
void FStateTreeViewModel::RenameState(UStateTreeState* State, FName NewName)
{
if (State == nullptr)
{
return;
}
const FScopedTransaction Transaction(LOCTEXT("RenameTransaction", "Rename"));
State->Modify();
State->Name = NewName;
TSet<UStateTreeState*> AffectedStates;
AffectedStates.Add(State);
FProperty* NameProperty = FindFProperty<FProperty>(UStateTreeState::StaticClass(), GET_MEMBER_NAME_CHECKED(UStateTreeState, Name));
FPropertyChangedEvent PropertyChangedEvent(NameProperty, EPropertyChangeType::ValueSet);
OnStatesChanged.Broadcast(AffectedStates, PropertyChangedEvent);
}
void FStateTreeViewModel::RemoveSelectedStates()
{
UStateTreeEditorData* TreeData = TreeDataWeak.Get();
if (TreeData == nullptr)
{
return;
}
TArray<UStateTreeState*> States;
GetSelectedStates(States);
// Remove items whose parent also exists in the selection.
UE::StateTree::Editor::RemoveContainedChildren(States);
if (States.Num() > 0)
{
const FScopedTransaction Transaction(LOCTEXT("DeleteStateTransaction", "Delete State"));
TSet<UStateTreeState*> AffectedParents;
for (UStateTreeState* StateToRemove : States)
{
if (StateToRemove)
{
StateToRemove->Modify();
UStateTreeState* ParentState = StateToRemove->Parent;
if (ParentState != nullptr)
{
AffectedParents.Add(ParentState);
ParentState->Modify();
}
else
{
AffectedParents.Add(nullptr);
TreeData->Modify();
}
TArray<TObjectPtr<UStateTreeState>>& ArrayToRemoveFrom = ParentState ? ParentState->Children : TreeData->SubTrees;
const int32 ItemIndex = ArrayToRemoveFrom.Find(StateToRemove);
if (ItemIndex != INDEX_NONE)
{
ArrayToRemoveFrom.RemoveAt(ItemIndex);
StateToRemove->Parent = nullptr;
}
}
}
OnStatesRemoved.Broadcast(AffectedParents);
ClearSelection();
}
}
void FStateTreeViewModel::CopySelectedStates()
{
UStateTreeEditorData* TreeData = TreeDataWeak.Get();
if (TreeData == nullptr)
{
return;
}
TArray<UStateTreeState*> States;
GetSelectedStates(States);
UE::StateTree::Editor::RemoveContainedChildren(States);
FString ExportedText = UE::StateTree::Editor::ExportStatesToText(TreeData, States);
FPlatformApplicationMisc::ClipboardCopy(*ExportedText);
}
bool FStateTreeViewModel::CanPasteStatesFromClipboard() const
{
FString TextToImport;
FPlatformApplicationMisc::ClipboardPaste(TextToImport);
UE::StateTree::Editor::FStateTreeStateTextFactory Factory;
return Factory.CanCreateObjectsFromText(TextToImport);
}
void FStateTreeViewModel::PasteStatesFromClipboard(UStateTreeState* AfterState)
{
UStateTreeEditorData* TreeData = TreeDataWeak.Get();
if (TreeData == nullptr)
{
return;
}
if (AfterState)
{
const int32 Index = AfterState->Parent ? AfterState->Parent->Children.Find(AfterState) : TreeData->SubTrees.Find(AfterState);
if (Index != INDEX_NONE)
{
FString TextToImport;
FPlatformApplicationMisc::ClipboardPaste(TextToImport);
const FScopedTransaction Transaction(LOCTEXT("PasteStatesTransaction", "Paste State(s)"));
PasteStatesAsChildrenFromText(TextToImport, AfterState->Parent, Index + 1);
}
}
}
void FStateTreeViewModel::PasteStatesAsChildrenFromClipboard(UStateTreeState* ParentState)
{
UStateTreeEditorData* TreeData = TreeDataWeak.Get();
if (TreeData == nullptr)
{
return;
}
FString TextToImport;
FPlatformApplicationMisc::ClipboardPaste(TextToImport);
const FScopedTransaction Transaction(LOCTEXT("PasteStatesTransaction", "Paste State(s)"));
PasteStatesAsChildrenFromText(TextToImport, ParentState, INDEX_NONE);
}
void FStateTreeViewModel::PasteStatesAsChildrenFromText(const FString& TextToImport, UStateTreeState* ParentState, const int32 IndexToInsertAt)
{
UStateTreeEditorData* TreeData = TreeDataWeak.Get();
if (TreeData == nullptr)
{
return;
}
UObject* Outer = ParentState ? static_cast<UObject*>(ParentState) : static_cast<UObject*>(TreeData);
Outer->Modify();
UE::StateTree::Editor::FStateTreeStateTextFactory Factory;
Factory.ProcessBuffer(Outer, RF_Transactional, TextToImport);
TArray<TObjectPtr<UStateTreeState>>& ParentArray = ParentState ? ParentState->Children : TreeData->SubTrees;
const int32 TargetIndex = (IndexToInsertAt == INDEX_NONE) ? ParentArray.Num() : IndexToInsertAt;
ParentArray.Insert(Factory.States, TargetIndex);
TArray<FStateTreeStateLink*> Links;
TMap<FGuid, FGuid> IDsMap;
TArray<UStateTreeState*> NewStates;
for (UStateTreeState* State : Factory.States)
{
UE::StateTree::Editor::FixStateAfterDuplication(State, ParentState, IDsMap, Links, NewStates);
}
// Copy property bindings for the duplicated states.
if (Factory.ClipboardBindings)
{
for (FStateTreePropertyPathBinding& Binding : Factory.ClipboardBindings->Bindings)
{
if (Binding.GetPropertyFunctionNode().IsValid())
{
UE::StateTree::Editor::FixNodesAfterDuplication(TArrayView<FStateTreeEditorNode>(Binding.GetMutablePropertyFunctionNode().GetPtr<FStateTreeEditorNode>(), 1), IDsMap, Links);
}
}
for (const TPair<FGuid, FGuid>& Entry : IDsMap)
{
const FGuid OldTargetID = Entry.Key;
const FGuid NewTargetID = Entry.Value;
for (FStateTreePropertyPathBinding& Binding : Factory.ClipboardBindings->Bindings)
{
if (Binding.GetTargetPath().GetStructID() == OldTargetID)
{
Binding.GetMutableTargetPath().SetStructID(NewTargetID);
if (const FGuid* NewSourceID = IDsMap.Find(Binding.GetSourcePath().GetStructID()))
{
Binding.GetMutableSourcePath().SetStructID(*NewSourceID);
}
TreeData->GetPropertyEditorBindings()->AddStateTreeBinding(MoveTemp(Binding));
}
}
}
}
// Patch IDs in state links.
for (FStateTreeStateLink* Link : Links)
{
if (FGuid* NewID = IDsMap.Find(Link->ID))
{
Link->ID = *NewID;
}
}
for (UStateTreeState* State : NewStates)
{
OnStateAdded.Broadcast(State->Parent, State);
}
}
void FStateTreeViewModel::DuplicateSelectedStates()
{
UStateTreeEditorData* TreeData = TreeDataWeak.Get();
if (TreeData == nullptr)
{
return;
}
TArray<UStateTreeState*> States;
GetSelectedStates(States);
UE::StateTree::Editor::RemoveContainedChildren(States);
if (States.IsEmpty())
{
return;
}
FString ExportedText = UE::StateTree::Editor::ExportStatesToText(TreeData, States);
// Place duplicates after first selected state.
UStateTreeState* AfterState = States[0];
const int32 Index = AfterState->Parent ? AfterState->Parent->Children.Find(AfterState) : TreeData->SubTrees.Find(AfterState);
if (Index != INDEX_NONE)
{
const FScopedTransaction Transaction(LOCTEXT("DuplicateStatesTransaction", "Duplicate State(s)"));
PasteStatesAsChildrenFromText(ExportedText, AfterState->Parent, Index + 1);
}
}
void FStateTreeViewModel::MoveSelectedStatesBefore(UStateTreeState* TargetState)
{
MoveSelectedStates(TargetState, EStateTreeViewModelInsert::Before);
}
void FStateTreeViewModel::MoveSelectedStatesAfter(UStateTreeState* TargetState)
{
MoveSelectedStates(TargetState, EStateTreeViewModelInsert::After);
}
void FStateTreeViewModel::MoveSelectedStatesInto(UStateTreeState* TargetState)
{
MoveSelectedStates(TargetState, EStateTreeViewModelInsert::Into);
}
bool FStateTreeViewModel::CanEnableStates() const
{
TArray<UStateTreeState*> States;
GetSelectedStates(States);
for (const UStateTreeState* State : States)
{
// Stop if at least one state can be enabled
if (State->bEnabled == false)
{
return true;
}
}
return false;
}
bool FStateTreeViewModel::CanDisableStates() const
{
TArray<UStateTreeState*> States;
GetSelectedStates(States);
for (const UStateTreeState* State : States)
{
// Stop if at least one state can be disabled
if (State->bEnabled)
{
return true;
}
}
return false;
}
void FStateTreeViewModel::SetSelectedStatesEnabled(const bool bEnable)
{
TArray<UStateTreeState*> States;
GetSelectedStates(States);
if (States.Num() > 0)
{
const FScopedTransaction Transaction(LOCTEXT("SetStatesEnabledTransaction", "Set State Enabled"));
for (UStateTreeState* State : States)
{
State->Modify();
State->bEnabled = bEnable;
}
OnAssetChanged.Broadcast();
}
}
void FStateTreeViewModel::MoveSelectedStates(UStateTreeState* TargetState, const EStateTreeViewModelInsert RelativeLocation)
{
UStateTreeEditorData* TreeData = TreeDataWeak.Get();
if (TreeData == nullptr || TargetState == nullptr)
{
return;
}
TArray<UStateTreeState*> States;
GetSelectedStates(States);
// Remove child items whose parent also exists in the selection.
UE::StateTree::Editor::RemoveContainedChildren(States);
// Remove states which contain target state as child.
States.RemoveAll([TargetState](const UStateTreeState* State)
{
return UE::StateTree::Editor::IsChildOf(State, TargetState);
});
if (States.Num() > 0 && TargetState != nullptr)
{
const FScopedTransaction Transaction(LOCTEXT("MoveTransaction", "Move"));
TSet<UStateTreeState*> AffectedParents;
TSet<UStateTreeState*> AffectedStates;
UStateTreeState* TargetParent = TargetState->Parent;
if (RelativeLocation == EStateTreeViewModelInsert::Into)
{
AffectedParents.Add(TargetState);
}
else
{
AffectedParents.Add(TargetParent);
}
for (int32 i = States.Num() - 1; i >= 0; i--)
{
if (UStateTreeState* State = States[i])
{
State->Modify();
AffectedParents.Add(State->Parent);
}
}
if (RelativeLocation == EStateTreeViewModelInsert::Into)
{
// Move into
TargetState->Modify();
}
for (UStateTreeState* Parent : AffectedParents)
{
if (Parent)
{
Parent->Modify();
}
else
{
TreeData->Modify();
}
}
// Add in reverse order to keep the original order.
for (int32 i = States.Num() - 1; i >= 0; i--)
{
if (UStateTreeState* SelectedState = States[i])
{
AffectedStates.Add(SelectedState);
UStateTreeState* SelectedParent = SelectedState->Parent;
// Remove from current parent
TArray<TObjectPtr<UStateTreeState>>& ArrayToRemoveFrom = SelectedParent ? SelectedParent->Children : TreeData->SubTrees;
const int32 ItemIndex = ArrayToRemoveFrom.Find(SelectedState);
if (ItemIndex != INDEX_NONE)
{
ArrayToRemoveFrom.RemoveAt(ItemIndex);
SelectedState->Parent = nullptr;
}
// Insert to new parent
if (RelativeLocation == EStateTreeViewModelInsert::Into)
{
// Into
TargetState->Children.Insert(SelectedState, /*Index*/0);
SelectedState->Parent = TargetState;
}
else
{
TArray<TObjectPtr<UStateTreeState>>& ArrayToMoveTo = TargetParent ? TargetParent->Children : TreeData->SubTrees;
const int32 TargetIndex = ArrayToMoveTo.Find(TargetState);
if (TargetIndex != INDEX_NONE)
{
if (RelativeLocation == EStateTreeViewModelInsert::Before)
{
// Before
ArrayToMoveTo.Insert(SelectedState, TargetIndex);
SelectedState->Parent = TargetParent;
}
else if (RelativeLocation == EStateTreeViewModelInsert::After)
{
// After
ArrayToMoveTo.Insert(SelectedState, TargetIndex + 1);
SelectedState->Parent = TargetParent;
}
}
else
{
// Fallback, should never happen.
ensureMsgf(false, TEXT("%s: Failed to find specified target state %s on state %s while moving a state."), *GetNameSafe(TreeData->GetOuter()), *GetNameSafe(TargetState), *GetNameSafe(SelectedParent));
ArrayToMoveTo.Add(SelectedState);
SelectedState->Parent = TargetParent;
}
}
}
}
OnStatesMoved.Broadcast(AffectedParents, AffectedStates);
TArray<TWeakObjectPtr<UStateTreeState>> WeakStates;
for (UStateTreeState* State : States)
{
WeakStates.Add(State);
}
SetSelection(WeakStates);
}
}
void FStateTreeViewModel::BindToDebuggerDelegates()
{
#if WITH_STATETREE_TRACE_DEBUGGER
Debugger->OnActiveStatesChanged.BindSPLambda(this, [this](const FStateTreeTraceActiveStates& NewActiveStates)
{
if (NewActiveStates.PerAssetStates.Num() == 0)
{
ActiveStates.Empty();
}
else if (const UStateTree* OuterStateTree = GetStateTree())
{
for (const FStateTreeTraceActiveStates::FAssetActiveStates& AssetActiveStates : NewActiveStates.PerAssetStates)
{
// Only track states owned by the StateTree associated to the view model (skip linked assets)
if (AssetActiveStates.WeakStateTree == OuterStateTree)
{
ActiveStates.Reset(AssetActiveStates.ActiveStates.Num());
for (const FStateTreeStateHandle Handle : AssetActiveStates.ActiveStates)
{
ActiveStates.Add(OuterStateTree->GetStateIdFromHandle(Handle));
}
}
}
}
});
#endif // WITH_STATETREE_TRACE_DEBUGGER
}
bool FStateTreeViewModel::IsStateActiveInDebugger(const UStateTreeState& State) const
{
#if WITH_STATETREE_TRACE_DEBUGGER
return ActiveStates.Contains(State.ID);
#else
return false;
#endif // WITH_STATETREE_TRACE_DEBUGGER
}
#undef LOCTEXT_NAMESPACE