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UnrealEngine/Engine/Source/Editor/Sequencer/Public/KeyPropertyParams.h
2025-05-18 13:04:45 +08:00

175 lines
5.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "Containers/UnrealString.h"
#include "CoreMinimal.h"
#include "Math/UnrealMathSSE.h"
#include "PropertyPath.h"
#include "StructUtils/InstancedStruct.h"
#include "UObject/Field.h"
#include "UObject/UnrealType.h"
#include "UObject/WeakFieldPtr.h"
class IPropertyHandle;
class UClass;
class UObject;
class UStruct;
enum class ESequencerKeyMode;
/**
* Parameters for determining if a property can be keyed.
*/
struct SEQUENCER_API FCanKeyPropertyParams
{
/**
* Creates new can key property parameters.
* @param InObjectClass the class of the object which has the property to be keyed.
* @param InPropertyPath path get from the root object to the property to be keyed.
*/
FCanKeyPropertyParams(const UClass* InObjectClass, const FPropertyPath& InPropertyPath);
/**
* Creates new can key property parameters.
* @param InObjectClass the class of the object which has the property to be keyed.
* @param InPropertyHandle a handle to the property to be keyed.
*/
FCanKeyPropertyParams(const UClass* InObjectClass, const IPropertyHandle& InPropertyHandle);
/** The owner struct */
const UStruct* FindPropertyOwner(const FProperty* ForProperty) const;
/** The container from which to find setter functions */
const UStruct* FindPropertyContainer(const FProperty* ForProperty) const;
/** The class of the object which has the property to be keyed. */
const UClass* ObjectClass;
/** A path of properties to get from the root object to the property to be keyed. */
FPropertyPath PropertyPath;
};
/**
* Parameters for keying a property.
*/
struct SEQUENCER_API FKeyPropertyParams
{
/**
* Creates new key property parameters for a manually triggered property change.
* @param InObjectsToKey an array of the objects who's property will be keyed.
* @param InPropertyPath path get from the root object to the property to be keyed.
*/
FKeyPropertyParams(TArray<UObject*> InObjectsToKey, const FPropertyPath& InPropertyPath, ESequencerKeyMode InKeyMode);
/**
* Creates new key property parameters from an actual property change notification with a property handle.
* @param InObjectsToKey an array of the objects who's property will be keyed.
* @param InPropertyHandle a handle to the property to be keyed.
*/
FKeyPropertyParams(TArray<UObject*> InObjectsToKey, const IPropertyHandle& InPropertyHandle, ESequencerKeyMode InKeyMode);
/** An array of the objects who's property will be keyed. */
const TArray<UObject*> ObjectsToKey;
/** A path of properties to get from the root object to the property to be keyed. */
FPropertyPath PropertyPath;
/** Keyframing params */
const ESequencerKeyMode KeyMode;
};
/**
* Parameters for the property changed callback.
*/
class SEQUENCER_API FPropertyChangedParams
{
public:
FPropertyChangedParams(TArray<UObject*> InObjectsThatChanged, const FPropertyPath& InPropertyPath, const FPropertyPath& InStructPathToKey, ESequencerKeyMode InKeyMode);
/**
* Gets the value of the property that changed.
*/
template<typename ValueType>
ValueType GetPropertyValue() const
{
void* ContainerPtr = ObjectsThatChanged[0];
for (int32 i = 0; i < PropertyPath.GetNumProperties(); i++)
{
const FPropertyInfo& PropertyInfo = PropertyPath.GetPropertyInfo(i);
if (const FProperty* Property = PropertyInfo.Property.Get())
{
if (const FArrayProperty* ArrayProp = CastField<FArrayProperty>(Property))
{
// Sometimes property paths have the array property twice, first with no array index,
// then a second so we skip over this property if that's the case
int32 ArrayIndex = FMath::Max(0, PropertyInfo.ArrayIndex);
if (PropertyInfo.ArrayIndex == INDEX_NONE && i < PropertyPath.GetNumProperties()-1)
{
const FPropertyInfo& InnerPropertyInfo = PropertyPath.GetPropertyInfo(i+1);
const FProperty* InnerProperty = InnerPropertyInfo.Property.Get();
if (InnerProperty && InnerProperty->GetOwner<FProperty>() == ArrayProp)
{
ArrayIndex = InnerPropertyInfo.ArrayIndex;
++i;
}
}
FScriptArrayHelper ParentArrayHelper(ArrayProp, ArrayProp->ContainerPtrToValuePtr<void>(ContainerPtr));
if (!ParentArrayHelper.IsValidIndex(ArrayIndex))
{
return ValueType();
}
ContainerPtr = ParentArrayHelper.GetRawPtr(ArrayIndex);
}
else if (const FStructProperty* StructProp = CastField<FStructProperty>(Property))
{
if (StructProp->Struct == FInstancedStruct::StaticStruct())
{
FInstancedStruct* InstancedStruct = Property->ContainerPtrToValuePtr<FInstancedStruct>(ContainerPtr);
ContainerPtr = InstancedStruct->GetMutableMemory();
}
else
{
ContainerPtr = Property->ContainerPtrToValuePtr<void>(ContainerPtr);
}
}
else
{
ContainerPtr = Property->ContainerPtrToValuePtr<void>(ContainerPtr);
}
}
}
return GetPropertyValueImpl<ValueType>(ContainerPtr, PropertyPath.GetLeafMostProperty());
}
/** Gets the property path as a period seperated string of property names. */
FString GetPropertyPathString() const;
/** An array of the objects that changed. */
const TArray<UObject*> ObjectsThatChanged;
/** A path of properties to get from the root object to the property to be keyed. */
FPropertyPath PropertyPath;
/** Represents the path of an inner property which should be keyed for a struct property. If all inner
properties should be keyed, this will be empty. */
FPropertyPath StructPathToKey;
/** Keyframing params */
const ESequencerKeyMode KeyMode;
private:
template<typename ValueType>
static ValueType GetPropertyValueImpl(void* Data, const FPropertyInfo& Info)
{
return *((ValueType*)Data);
}
};
template<> SEQUENCER_API bool FPropertyChangedParams::GetPropertyValueImpl<bool>(void* Data, const FPropertyInfo& Info);
template<> SEQUENCER_API UObject* FPropertyChangedParams::GetPropertyValueImpl<UObject*>(void* Data, const FPropertyInfo& Info);