165 lines
5.3 KiB
C++
165 lines
5.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/Array.h"
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#include "Containers/BitArray.h"
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#include "Containers/Set.h"
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#include "Containers/SparseArray.h"
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#include "Containers/UnrealString.h"
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#include "Delegates/Delegate.h"
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#include "HAL/PlatformCrt.h"
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#include "Input/Reply.h"
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#include "Internationalization/Text.h"
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#include "Misc/Optional.h"
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#include "Templates/SharedPointer.h"
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#include "Templates/TypeHash.h"
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#include "Templates/UnrealTemplate.h"
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#include "Types/SlateEnums.h"
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#include "UObject/WeakObjectPtr.h"
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#include "UObject/WeakObjectPtrTemplates.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Widgets/SCompoundWidget.h"
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#include "Widgets/Views/STableViewBase.h"
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#include "Widgets/Views/STreeView.h"
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class ITableRow;
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class SWidget;
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class UBehaviorTreeGraphNode;
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class UEdGraphNode;
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/** Indicates the kind of search we want to do */
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enum class EFindInBTSearchType : uint8
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{
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// Search for text on nodes
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Node,
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// Search through properties with matching Blackboard Key
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BlackboardKey,
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// Search through properties with matching GameplayTag
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GameplayTag
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};
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/** Item that matched the search results */
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class FFindInBTResult
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{
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public:
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/** Create a root (or only text) result */
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FFindInBTResult(const FString& InValue);
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/** Create a BT node result */
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FFindInBTResult(const FString& InValue, TSharedPtr<FFindInBTResult>& InParent, UEdGraphNode* InNode);
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/** Called when user clicks on the search item */
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FReply OnClick(TWeakPtr<class FBehaviorTreeEditor> BehaviorTreeEditor, TSharedPtr<FFindInBTResult> Root);
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/** Create an icon to represent the result */
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TSharedRef<SWidget> CreateIcon() const;
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/** Gets the comment on this node if any */
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FString GetCommentText() const;
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/** Gets the node type */
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FString GetNodeTypeText() const;
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/** Highlights BT tree nodes */
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void SetNodeHighlight(bool bHighlight);
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/** Any children listed under this BT node (decorators and services) */
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TArray< TSharedPtr<FFindInBTResult> > Children;
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/** The string value for this result */
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FString Value;
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/** The graph node that this search result refers to */
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TWeakObjectPtr<UEdGraphNode> GraphNode;
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/** Search result parent */
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TWeakPtr<FFindInBTResult> Parent;
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/** Show in search result row the exact field value found */
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FString ExactFieldValueFound;
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};
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/** Widget for searching for (BT nodes) across focused BehaviorTree */
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class SFindInBT : public SCompoundWidget
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{
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public:
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SLATE_BEGIN_ARGS(SFindInBT){}
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SLATE_END_ARGS()
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void Construct(const FArguments& InArgs, TSharedPtr<class FBehaviorTreeEditor> InBehaviorTreeEditor);
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/** Focuses this widget's search box */
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void FocusForUse();
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private:
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typedef TSharedPtr<FFindInBTResult> FSearchResult;
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typedef STreeView<FSearchResult> STreeViewType;
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/** Called when user changes the text they are searching for */
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void OnSearchTextChanged(const FText& Text);
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/** Called when user commits text */
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void OnSearchTextCommitted(const FText& Text, ETextCommit::Type CommitType);
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/** Get the children of a row */
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void OnGetChildren(FSearchResult InItem, TArray<FSearchResult>& OutChildren);
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/** Called when user clicks on a new result */
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void OnTreeSelectionChanged(FSearchResult Item, ESelectInfo::Type SelectInfo);
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/** Called when a new row is being generated */
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TSharedRef<ITableRow> OnGenerateRow(FSearchResult InItem, const TSharedRef<STableViewBase>& OwnerTable);
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/** Begins the search based on the SearchValue */
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void InitiateSearch();
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/** Find any results that contain all of the tokens */
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void MatchTokens(const TArray<FString>& Tokens);
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/** Find if child contains all of the tokens and add a result accordingly */
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void MatchTokensInChild(const TArray<FString>& Tokens, UBehaviorTreeGraphNode* Child, FSearchResult ParentNode);
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/** Determines if a string matches the search tokens */
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static bool StringMatchesSearchTokens(const TArray<FString>& Tokens, const FString& ComparisonString);
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/** Determines if a string matches a node property according to the SearchType */
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bool NodePropertyMatchesSearchTokens(const TArray<FString>& Tokens, UBehaviorTreeGraphNode* Node, FString& OutExactFieldValueFound) const;
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/** Determines if a string matches a field property according to the SearchType */
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bool FieldPropertyMatchesSearchTokens(const TArray<FString>& Tokens, const FProperty* Property, void* Data, FString& OutExactFieldValueFound) const;
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/** Initiates search when SearchType changes */
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void OnSearchTypeSelectedItemChanged(TSharedPtr<FString> NewValue, ESelectInfo::Type SelectInfo);
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private:
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/** Pointer back to the behavior tree editor that owns us */
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TWeakPtr<class FBehaviorTreeEditor> BehaviorTreeEditorPtr;
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/** The tree view displays the results */
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TSharedPtr<STreeViewType> TreeView;
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/** The search text box */
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TSharedPtr<class SSearchBox> SearchTextField;
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/** This buffer stores the currently displayed results */
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TArray<FSearchResult> ItemsFound;
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/** we need to keep a handle on the root result, because it won't show up in the tree */
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FSearchResult RootSearchResult;
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/** The string to highlight in the results */
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FText HighlightText;
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/** The string to search for */
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FString SearchValue;
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/** Shared strings based on the search types */
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TArray<TSharedPtr<FString>> SearchTypeComboBoxItems;
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/** Current search type determines how search occurs */
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EFindInBTSearchType SearchType = EFindInBTSearchType::Node;
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};
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