// Copyright Epic Games, Inc. All Rights Reserved. #include "Systems/StringChannelEvaluatorSystem.h" #include "EntitySystem/BuiltInComponentTypes.h" #include "EntitySystem/MovieSceneEntitySystemTask.h" #include "EntitySystem/MovieSceneEntitySystemLinker.h" #include "EntitySystem/MovieSceneEvalTimeSystem.h" #include "Channels/MovieSceneStringChannel.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(StringChannelEvaluatorSystem) DECLARE_CYCLE_STAT(TEXT("MovieScene: Evaluate string channels"), MovieSceneEval_EvaluateStringChannelTask, STATGROUP_MovieSceneECS); namespace UE::MovieScene { struct FEvaluateStringChannels { static void ForEachEntity(FSourceStringChannel StringChannel, FFrameTime FrameTime, FString& OutResult) { if (const FString* Value = StringChannel.Source->Evaluate(FrameTime)) { OutResult = *Value; } else { OutResult = FString(); } } }; } // namespace UE::MovieScene UStringChannelEvaluatorSystem::UStringChannelEvaluatorSystem(const FObjectInitializer& ObjInit) : Super(ObjInit) { using namespace UE::MovieScene; SystemCategories = EEntitySystemCategory::ChannelEvaluators; RelevantComponent = FBuiltInComponentTypes::Get()->StringChannel; Phase = ESystemPhase::Scheduling; if (HasAnyFlags(RF_ClassDefaultObject)) { DefineImplicitPrerequisite(UMovieSceneEvalTimeSystem::StaticClass(), GetClass()); } } void UStringChannelEvaluatorSystem::OnSchedulePersistentTasks(UE::MovieScene::IEntitySystemScheduler* TaskScheduler) { using namespace UE::MovieScene; FBuiltInComponentTypes* BuiltInComponents = FBuiltInComponentTypes::Get(); FEntityTaskBuilder() .Read(BuiltInComponents->StringChannel) .Read(BuiltInComponents->EvalTime) .Write(BuiltInComponents->StringResult) .FilterNone({ BuiltInComponents->Tags.Ignored }) .SetStat(GET_STATID(MovieSceneEval_EvaluateStringChannelTask)) .Fork_PerEntity(&Linker->EntityManager, TaskScheduler); } void UStringChannelEvaluatorSystem::OnRun(FSystemTaskPrerequisites& InPrerequisites, FSystemSubsequentTasks& Subsequents) { using namespace UE::MovieScene; FBuiltInComponentTypes* BuiltInComponents = FBuiltInComponentTypes::Get(); FEntityTaskBuilder() .Read(BuiltInComponents->StringChannel) .Read(BuiltInComponents->EvalTime) .Write(BuiltInComponents->StringResult) .FilterNone({ BuiltInComponents->Tags.Ignored }) .SetStat(GET_STATID(MovieSceneEval_EvaluateStringChannelTask)) .Dispatch_PerEntity(&Linker->EntityManager, InPrerequisites, &Subsequents); }