Files
UnrealEngine/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/StateTreeDelegates.h
2025-05-18 13:04:45 +08:00

94 lines
3.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Delegates/Delegate.h"
class UStateTree;
enum class EStateTreeTraceStatus : uint8;
namespace UE::StateTree::Delegates
{
#if WITH_EDITOR
/** Called when linkable name in a StateTree has changed. */
DECLARE_MULTICAST_DELEGATE_OneParam(FOnIdentifierChanged, const UStateTree& /*StateTree*/);
extern STATETREEMODULE_API FOnIdentifierChanged OnIdentifierChanged;
/**
* Called when schema of the StateTree EditorData has changed.
* This is used to refresh the asset editor.
* Note that this is NOT called when updating the StateTree schema from the EditorData on successful compilation.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnSchemaChanged, const UStateTree& /*StateTree*/);
extern STATETREEMODULE_API FOnSchemaChanged OnSchemaChanged;
/**
* Called when parameters of the StateTree EditorData changed.
* This should mainly used by the asset editor to maintain consistency in the UI for manipulations on the EditorData
* until the tree gets compiled.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnParametersChanged, const UStateTree& /*StateTree*/);
extern STATETREEMODULE_API FOnParametersChanged OnParametersChanged;
/**
* Called when parameters of a StateTree State changed.
* This should mainly used by the asset editor to maintain consistency in the UI for manipulations.
*/
DECLARE_MULTICAST_DELEGATE_TwoParams(FOnStateParametersChanged, const UStateTree& /*StateTree*/, const FGuid /*StateID*/);
extern STATETREEMODULE_API FOnStateParametersChanged OnStateParametersChanged;
/**
* Called when Global Tasks or Evaluators of the StateTree EditorData changed.
* This should mainly used by the asset editor to maintain consistency in the UI for manipulations on the EditorData.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnGlobalDataChanged, const UStateTree& /*StateTree*/);
extern STATETREEMODULE_API FOnGlobalDataChanged OnGlobalDataChanged;
/**
* Called when the theme colors change.
* This should mainly used by the asset editor to maintain consistency in the UI for manipulations on the EditorData.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnVisualThemeChanged, const UStateTree& /*StateTree*/);
extern STATETREEMODULE_API FOnVisualThemeChanged OnVisualThemeChanged;
/**
* Called when breakpoints of the StateTree EditorData changed.
* This should mainly used by the asset editor to update the debugger.
*/
DECLARE_MULTICAST_DELEGATE_OneParam(FOnBreakpointsChanged, const UStateTree& /*StateTree*/);
extern STATETREEMODULE_API FOnBreakpointsChanged OnBreakpointsChanged;
/** Called when compilation succeeds */
DECLARE_MULTICAST_DELEGATE_OneParam(FOnPostCompile, const UStateTree& /*StateTree*/);
extern STATETREEMODULE_API FOnPostCompile OnPostCompile;
/** Request StateTree compilation. Works only in editor. */
DECLARE_DELEGATE_RetVal_OneParam(bool, FOnRequestCompile, UStateTree& /*StateTreeToCompile*/);
extern STATETREEMODULE_API FOnRequestCompile OnRequestCompile;
/** Request the editor hash of the given state tree. */
DECLARE_DELEGATE_RetVal_OneParam(uint32, FOnRequestEditorHash, const UStateTree& /*StateTreeToHash*/);
extern STATETREEMODULE_API FOnRequestEditorHash OnRequestEditorHash;
#endif // WITH_EDITOR
#if WITH_STATETREE_TRACE
/** Called by the StateTree module when StateTree traces are enabled/disabled. */
DECLARE_MULTICAST_DELEGATE_OneParam(FOnTracingStateChanged, EStateTreeTraceStatus);
extern STATETREEMODULE_API FOnTracingStateChanged OnTracingStateChanged;
#endif // WITH_STATETREE_TRACE
#if WITH_STATETREE_TRACE_DEBUGGER
/** Called by the StateTree module whenever tracing timeline is scrubbed on Rewind Debugger */
DECLARE_MULTICAST_DELEGATE_OneParam(FOnTracingTimelineScrubbed, const double /* InScrubTime */);
extern STATETREEMODULE_API FOnTracingTimelineScrubbed OnTracingTimelineScrubbed;
#endif // WITH_STATETREE_TRACE_DEBUGGER
}; // UE::StateTree::Delegates