131 lines
4.2 KiB
C++
131 lines
4.2 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/UnrealString.h"
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#include "CoreMinimal.h"
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#include "Math/UnrealMathSSE.h"
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#include "PropertyPath.h"
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#include "StructUtils/InstancedStruct.h"
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#include "UObject/Field.h"
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#include "UObject/UnrealType.h"
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#include "UObject/WeakFieldPtr.h"
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#include "EntitySystem/MovieSceneIntermediatePropertyValue.h"
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#define UE_API SEQUENCER_API
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class IPropertyHandle;
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class UClass;
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class UObject;
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class UStruct;
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enum class ESequencerKeyMode;
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/**
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* Parameters for determining if a property can be keyed.
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*/
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struct FCanKeyPropertyParams
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{
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/**
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* Creates new can key property parameters.
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* @param InObjectClass the class of the object which has the property to be keyed.
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* @param InPropertyPath path get from the root object to the property to be keyed.
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*/
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UE_API FCanKeyPropertyParams(const UClass* InObjectClass, const FPropertyPath& InPropertyPath);
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/**
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* Creates new can key property parameters.
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* @param InObjectClass the class of the object which has the property to be keyed.
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* @param InPropertyHandle a handle to the property to be keyed.
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*/
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UE_API FCanKeyPropertyParams(const UClass* InObjectClass, const IPropertyHandle& InPropertyHandle);
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/** The owner struct */
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UE_API const UStruct* FindPropertyOwner(const FProperty* ForProperty) const;
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/** The container from which to find setter functions */
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UE_API const UStruct* FindPropertyContainer(const FProperty* ForProperty) const;
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/** The class of the object which has the property to be keyed. */
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const UClass* ObjectClass;
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/** A path of properties to get from the root object to the property to be keyed. */
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FPropertyPath PropertyPath;
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};
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/**
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* Parameters for keying a property.
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*/
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struct FKeyPropertyParams
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{
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/**
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* Creates new key property parameters for a manually triggered property change.
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* @param InObjectsToKey an array of the objects who's property will be keyed.
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* @param InPropertyPath path get from the root object to the property to be keyed.
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*/
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UE_API FKeyPropertyParams(TArray<UObject*> InObjectsToKey, const FPropertyPath& InPropertyPath, ESequencerKeyMode InKeyMode);
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/**
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* Creates new key property parameters from an actual property change notification with a property handle.
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* @param InObjectsToKey an array of the objects who's property will be keyed.
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* @param InPropertyHandle a handle to the property to be keyed.
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*/
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UE_API FKeyPropertyParams(TArray<UObject*> InObjectsToKey, const IPropertyHandle& InPropertyHandle, ESequencerKeyMode InKeyMode);
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/** An array of the objects who's property will be keyed. */
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const TArray<UObject*> ObjectsToKey;
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/** A path of properties to get from the root object to the property to be keyed. */
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FPropertyPath PropertyPath;
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/** Keyframing params */
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const ESequencerKeyMode KeyMode;
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};
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/**
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* Parameters for the property changed callback.
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*/
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class FPropertyChangedParams
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{
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public:
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using FSourcePropertyValue = UE::MovieScene::FSourcePropertyValue;
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UE_API FPropertyChangedParams(TArray<UObject*> InObjectsThatChanged, const FPropertyPath& InPropertyPath, const FPropertyPath& InStructPathToKey, ESequencerKeyMode InKeyMode);
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UE_API TPair<const FProperty*, FSourcePropertyValue> GetPropertyAndValue() const;
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UE_API FSourcePropertyValue GetPropertyValue() const;
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/**
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* Gets the value of the property that changed.
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*/
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template<typename ValueType>
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ValueType GetPropertyValue() const
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{
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FSourcePropertyValue Value = GetPropertyValue();
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// This is unsafe, but it is assumed that the user knows the cast is safe in calling this function
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return *Value.Cast<ValueType>();
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}
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/** Gets the property path as a period seperated string of property names. */
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UE_API FString GetPropertyPathString() const;
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/** An array of the objects that changed. */
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const TArray<UObject*> ObjectsThatChanged;
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/** A path of properties to get from the root object to the property to be keyed. */
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FPropertyPath PropertyPath;
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/** Represents the path of an inner property which should be keyed for a struct property. If all inner
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properties should be keyed, this will be empty. */
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FPropertyPath StructPathToKey;
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/** Keyframing params */
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const ESequencerKeyMode KeyMode;
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};
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#undef UE_API
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