98 lines
5.1 KiB
C
98 lines
5.1 KiB
C
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "IPropertyTypeCustomization.h"
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#include "Styling/SlateColor.h"
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class AActor;
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class IPropertyHandle;
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class SWidget;
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/**
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* Details panel layout for one FScheduledAction, the element type of
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* UNpcScheduleAsset::ScheduledActions.
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*
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* An action's anchor is stored as a PersistentId rather than as an actor pointer, so that a re-cook or
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* a re-save cannot leave a schedule dangling. The price of that is a value nobody can type in, so this
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* customization replaces the raw Guid row with one that names the actor the id currently resolves to,
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* offers the current selection and every anchor in the level in a menu, and has a button that clears
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* it. The id therefore always comes from the actor itself and can never drift away from it. A row for
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* an id that no actor in this level claims is left as it is, because that is a real state (furniture
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* that was deleted, or furniture sitting in a sublevel that is not loaded) and not something to hide.
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*
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* Every other member of the struct keeps the row the details panel would have given it.
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*/
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class FNpcScheduleActionCustomization : public IPropertyTypeCustomization
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{
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public:
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static TSharedRef<IPropertyTypeCustomization> MakeInstance();
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virtual void CustomizeHeader(TSharedRef<IPropertyHandle> PropertyHandle, FDetailWidgetRow& HeaderRow, IPropertyTypeCustomizationUtils& CustomizationUtils) override;
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virtual void CustomizeChildren(TSharedRef<IPropertyHandle> PropertyHandle, IDetailChildrenBuilder& ChildBuilder, IPropertyTypeCustomizationUtils& CustomizationUtils) override;
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protected:
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/** The anchor row: the label, the name of the actor the id resolves to, the assign menu, and the
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* unassign button. Stands in for the raw Guid field, which is never shown. */
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void AddAnchorRow(IDetailChildrenBuilder& ChildBuilder, TSharedRef<IPropertyHandle> AnchorHandle) const;
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/** What the id points at: the actor's label, "None" when nothing is assigned, or the raw id when no
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* actor in this level claims it. */
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FText GetAnchorText(TSharedRef<IPropertyHandle> AnchorHandle) const;
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/** The id itself and what it means, so that an id can be read off the panel and matched against a
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* log or a save without the panel offering a text box to mistype it into. */
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FText GetAnchorTooltip(TSharedRef<IPropertyHandle> AnchorHandle) const;
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/** Subdues the row while nothing is assigned, so an action with no anchor reads differently at a
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* glance from one whose anchor the panel cannot name. */
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FSlateColor GetAnchorColor(TSharedRef<IPropertyHandle> AnchorHandle) const;
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bool CanClearAnchor(TSharedRef<IPropertyHandle> AnchorHandle) const;
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/** Writes one id into the action. An invalid id is what unassign does, so the button that clears
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* the anchor and the menu entries that set one both come through here. */
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void AssignAnchor(TSharedRef<IPropertyHandle> AnchorHandle, FGuid NewAnchorGuid) const;
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/** The assign menu: the current selection first, then every anchor in the level, with the one in
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* use radioed. */
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TSharedRef<SWidget> BuildAnchorMenu(TSharedRef<IPropertyHandle> AnchorHandle) const;
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/** The id a property handle currently holds, read as text so that it works whether the handle is
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* reached on its own, inside the array, or through a multi selection, which reports no single
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* value and so comes back as unassigned. */
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static FGuid ReadAnchorGuid(const TSharedRef<IPropertyHandle>& AnchorHandle);
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/** The first actor in the current selection that can be an anchor, or null when there is none. */
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static AActor* GetSelectedAnchorActor();
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/** The id of an actor, invalid when the actor cannot be an anchor. Implementing
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* IActorPersistentIdInterface is the whole of that rule, since the interface is what carries the id
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* a schedule stores. */
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static FGuid GetAnchorId(AActor* Actor);
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/** The actor a single id belongs to, or null when no actor in the current level claims it. */
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static AActor* FindActorWithGuid(const FGuid& Guid);
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/** How many actors in the current level claim an id. More than one is a real state - a pasted actor
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* carries its source's id - and everything that stores the id, this schedule included, resolves to
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* whichever of them a search reaches first, so the row says so rather than leaving it to be found
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* in game. Walked on the spot rather than indexed, because this is read while the panel is drawn
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* and an index would be stale the moment the author adds, deletes or pastes an anchor. */
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static int32 CountActorsWithGuid(const FGuid& Guid);
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/** Every actor in the current level that can be an anchor, sorted by label so that the menu does not
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* reshuffle itself between two openings. */
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static void CollectAnchorActors(TArray<AActor*>& OutAnchors);
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/** For the menu entries that only exist to explain themselves, such as "nothing is selected". */
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static bool NeverExecutable();
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/** Past this many anchors the menu stops listing actors and says how many it left out, because a
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* level can hold hundreds and a menu is not a browser. Assigning from the selection still works. */
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static constexpr int32 MaxListedAnchors = 40;
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};
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