Allow users to rename AnimGraph and Actor node groups to contain any string #2309

Allow users to rename AnimGraph and Actor node groups to contain any string
This commit is contained in:
Benjamin Jillich
2021-08-03 09:58:28 -07:00
committed by GitHub
18 changed files with 489 additions and 590 deletions
@@ -11,6 +11,7 @@
#include "CommandManager.h"
#include <EMotionFX/CommandSystem/Source/AnimGraphTriggerActionCommands.h>
#include <EMotionFX/CommandSystem/Source/AnimGraphNodeGroupCommands.h>
#include <EMotionFX/Source/ActorInstance.h>
#include <EMotionFX/Source/ActorManager.h>
#include <EMotionFX/Source/AnimGraph.h>
@@ -858,8 +859,16 @@ namespace CommandSystem
// add it to the old node group if it was assigned to one before
if (!mNodeGroupName.empty())
{
commandString = AZStd::string::format("AnimGraphAdjustNodeGroup -animGraphID %i -name \"%s\" -nodeNames \"%s\" -nodeAction \"add\"", animGraph->GetID(), mNodeGroupName.c_str(), mName.c_str());
if (GetCommandManager()->ExecuteCommandInsideCommand(commandString.c_str(), outResult) == false)
auto* command = aznew CommandSystem::CommandAnimGraphAdjustNodeGroup(
GetCommandManager()->FindCommand(CommandSystem::CommandAnimGraphAdjustNodeGroup::s_commandName),
/*animGraphId = */ animGraph->GetID(),
/*name = */ mNodeGroupName,
/*visible = */ AZStd::nullopt,
/*newName = */ AZStd::nullopt,
/*nodeNames = */ {{mName}},
/*nodeAction = */ CommandSystem::CommandAnimGraphAdjustNodeGroup::NodeAction::Add
);
if (GetCommandManager()->ExecuteCommandInsideCommand(command, outResult) == false)
{
if (outResult.size() > 0)
{
@@ -1363,11 +1372,16 @@ namespace CommandSystem
EMotionFX::AnimGraphNodeGroup* nodeGroup = node->GetAnimGraph()->FindNodeGroupForNode(node);
if (nodeGroup && !cutMode)
{
commandString = AZStd::string::format("AnimGraphAdjustNodeGroup -animGraphID %d -name \"%s\" -nodeNames \"%s\" -nodeAction \"add\"",
targetAnimGraph->GetID(),
nodeGroup->GetName(),
nodeName.c_str());
commandGroup->AddCommandString(commandString);
auto* command = aznew CommandSystem::CommandAnimGraphAdjustNodeGroup(
GetCommandManager()->FindCommand(CommandSystem::CommandAnimGraphAdjustNodeGroup::s_commandName),
/*animGraphId = */ targetAnimGraph->GetID(),
/*name = */ nodeGroup->GetNameString(),
/*visible = */ AZStd::nullopt,
/*newName = */ AZStd::nullopt,
/*nodeNames = */ {{nodeName}},
/*nodeAction = */ CommandSystem::CommandAnimGraphAdjustNodeGroup::NodeAction::Add
);
commandGroup->AddCommand(command);
}
// Recurse through the child nodes.
@@ -6,6 +6,7 @@
*
*/
#include <AzCore/std/optional.h>
#include <AzFramework/StringFunc/StringFunc.h>
#include "AnimGraphNodeGroupCommands.h"
#include "AnimGraphConnectionCommands.h"
@@ -22,45 +23,46 @@
namespace CommandSystem
{
AZ_CLASS_ALLOCATOR_IMPL(CommandAnimGraphAdjustNodeGroup, EMotionFX::CommandAllocator, 0)
//--------------------------------------------------------------------------------
// CommandAnimGraphAdjustNodeGroup
//--------------------------------------------------------------------------------
CommandAnimGraphAdjustNodeGroup::CommandAnimGraphAdjustNodeGroup(MCore::Command* orgCommand)
: MCore::Command("AnimGraphAdjustNodeGroup", orgCommand)
CommandAnimGraphAdjustNodeGroup::CommandAnimGraphAdjustNodeGroup(
MCore::Command* orgCommand,
AZ::u32 animGraphId,
AZStd::string name,
AZStd::optional<bool> visible,
AZStd::optional<AZStd::string> newName,
AZStd::optional<AZStd::vector<AZStd::string>> nodeNames,
AZStd::optional<NodeAction> nodeAction,
AZStd::optional<AZ::u32> color,
AZStd::optional<bool> updateUI
)
: MCore::Command(s_commandName, orgCommand)
, ParameterMixinAnimGraphId(animGraphId)
, m_name(AZStd::move(name))
, m_isVisible(visible)
, m_newName(AZStd::move(newName))
, m_nodeNames(AZStd::move(nodeNames))
, m_nodeAction(nodeAction)
, m_color(color)
, m_updateUI(updateUI)
{
}
CommandAnimGraphAdjustNodeGroup::~CommandAnimGraphAdjustNodeGroup()
AZStd::vector<AZStd::string> CommandAnimGraphAdjustNodeGroup::GenerateNodeNameVector(EMotionFX::AnimGraph* animGraph, const AZStd::vector<EMotionFX::AnimGraphNodeId>& nodeIDs)
{
}
AZStd::string CommandAnimGraphAdjustNodeGroup::GenerateNodeNameString(EMotionFX::AnimGraph* animGraph, const AZStd::vector<EMotionFX::AnimGraphNodeId>& nodeIDs)
{
if (nodeIDs.empty())
AZStd::vector<AZStd::string> result;
for (const auto& nodeID : nodeIDs)
{
return "";
}
AZStd::string result;
const size_t numNodes = nodeIDs.size();
for (size_t i = 0; i < numNodes; ++i)
{
EMotionFX::AnimGraphNode* animGraphNode = animGraph->RecursiveFindNodeById(nodeIDs[i]);
const EMotionFX::AnimGraphNode* animGraphNode = animGraph->RecursiveFindNodeById(nodeID);
if (!animGraphNode)
{
continue;
}
result += animGraphNode->GetName();
if (i < numNodes - 1)
{
result += ';';
}
result.emplace_back(animGraphNode->GetName());
}
return result;
}
@@ -80,78 +82,51 @@ namespace CommandSystem
}
bool CommandAnimGraphAdjustNodeGroup::Execute(const MCore::CommandLine& parameters, AZStd::string& outResult)
bool CommandAnimGraphAdjustNodeGroup::Execute(const MCore::CommandLine&, AZStd::string& outResult)
{
EMotionFX::AnimGraph* animGraph = CommandsGetAnimGraph(parameters, this, outResult);
EMotionFX::AnimGraph* animGraph = EMotionFX::GetAnimGraphManager().FindAnimGraphByID(m_animGraphId);
if (!animGraph)
{
return false;
}
// get the node group name
AZStd::string groupName;
parameters.GetValue("name", this, groupName);
// find the node group index
const uint32 groupIndex = animGraph->FindNodeGroupIndexByName(groupName.c_str());
const uint32 groupIndex = animGraph->FindNodeGroupIndexByName(m_name.c_str());
if (groupIndex == MCORE_INVALIDINDEX32)
{
outResult = AZStd::string::format("Node group \"%s\" can not be found.", groupName.c_str());
outResult = AZStd::string::format("Node group \"%s\" can not be found.", m_name.c_str());
return false;
}
// get a pointer to the node group and keep the old name
EMotionFX::AnimGraphNodeGroup* nodeGroup = animGraph->GetNodeGroup(groupIndex);
mOldName = nodeGroup->GetName();
// is visible?
if (parameters.CheckIfHasParameter("isVisible"))
if (m_isVisible.has_value())
{
const bool isVisible = parameters.GetValueAsBool("isVisible", this);
mOldIsVisible = nodeGroup->GetIsVisible();
nodeGroup->SetIsVisible(isVisible);
m_oldIsVisible = nodeGroup->GetIsVisible();
nodeGroup->SetIsVisible(*m_isVisible);
}
// background color
if (parameters.CheckIfHasParameter("color"))
if (m_color.has_value())
{
const AZ::Vector4 colorVector4 = parameters.GetValueAsVector4("color", this);
const AZ::u32 color = AZ::Color(static_cast<float>(colorVector4.GetX()), static_cast<float>(colorVector4.GetY()), static_cast<float>(colorVector4.GetZ()), static_cast<float>(colorVector4.GetW())).ToU32();
mOldColor = nodeGroup->GetColor();
nodeGroup->SetColor(color);
m_oldColor = nodeGroup->GetColor();
nodeGroup->SetColor(*m_color);
}
// set the new name
// if the new name is empty, the name is not changed
AZStd::string newGroupName;
parameters.GetValue("newName", this, newGroupName);
if (!newGroupName.empty())
if (m_newName.has_value())
{
nodeGroup->SetName(newGroupName.c_str());
nodeGroup->SetName(m_newName->c_str());
}
// check if parametes nodeNames is set
if (parameters.CheckIfHasParameter("nodeNames"))
if (m_nodeNames.has_value())
{
// keep the old nodes IDs
mOldNodeIds = CollectNodeIdsFromGroup(nodeGroup);
// get the node action
AZStd::string nodeAction;
parameters.GetValue("nodeAction", this, nodeAction);
// get the node names and split the string
AZStd::string nodeNamesString;
parameters.GetValue("nodeNames", this, nodeNamesString);
AZStd::vector<AZStd::string> nodeNames;
AzFramework::StringFunc::Tokenize(nodeNamesString.c_str(), nodeNames, ";", false, true);
m_oldNodeIds = CollectNodeIdsFromGroup(nodeGroup);
// remove the selected nodes from the given node group
if (AzFramework::StringFunc::Equal(nodeAction.c_str(), "remove"))
if (*m_nodeAction == NodeAction::Remove)
{
for (const AZStd::string& nodeName : nodeNames)
for (const AZStd::string& nodeName : *m_nodeNames)
{
EMotionFX::AnimGraphNode* animGraphNode = animGraph->RecursiveFindNodeByName(nodeName.c_str());
if (!animGraphNode)
@@ -163,9 +138,9 @@ namespace CommandSystem
nodeGroup->RemoveNodeById(animGraphNode->GetId());
}
}
else if (AzFramework::StringFunc::Equal(nodeAction.c_str(), "add")) // add the selected nodes to the given node group
else if (*m_nodeAction == NodeAction::Add)
{
for (const AZStd::string& nodeName : nodeNames)
for (const AZStd::string& nodeName : *m_nodeNames)
{
EMotionFX::AnimGraphNode* animGraphNode = animGraph->RecursiveFindNodeByName(nodeName.c_str());
if (!animGraphNode)
@@ -184,12 +159,12 @@ namespace CommandSystem
nodeGroup->AddNode(animGraphNode->GetId());
}
}
else if (AzFramework::StringFunc::Equal(nodeAction.c_str(), "replace")) // clear the node group and then add the selected nodes to the given node group
else if (*m_nodeAction == NodeAction::Replace)
{
// clear the node group upfront
nodeGroup->RemoveAllNodes();
for (const AZStd::string& nodeName : nodeNames)
for (const AZStd::string& nodeName : *m_nodeNames)
{
EMotionFX::AnimGraphNode* animGraphNode = animGraph->RecursiveFindNodeByName(nodeName.c_str());
if (!animGraphNode)
@@ -211,68 +186,40 @@ namespace CommandSystem
}
// save the current dirty flag and tell the anim graph that something got changed
mOldDirtyFlag = animGraph->GetDirtyFlag();
m_oldDirtyFlag = animGraph->GetDirtyFlag();
animGraph->SetDirtyFlag(true);
return true;
}
// undo the command
bool CommandAnimGraphAdjustNodeGroup::Undo(const MCore::CommandLine& parameters, AZStd::string& outResult)
bool CommandAnimGraphAdjustNodeGroup::Undo(const MCore::CommandLine&, AZStd::string& outResult)
{
EMotionFX::AnimGraph* animGraph = CommandsGetAnimGraph(parameters, this, outResult);
EMotionFX::AnimGraph* animGraph = EMotionFX::GetAnimGraphManager().FindAnimGraphByID(m_animGraphId);
if (!animGraph)
{
return false;
}
AZStd::string commandString = AZStd::string::format("AnimGraphAdjustNodeGroup -animGraphID %i", animGraph->GetID());
// set the old name or simply set the name if the name is not changed
if (parameters.CheckIfHasParameter("newName"))
{
AZStd::string newName;
parameters.GetValue("newName", this, newName);
commandString += AZStd::string::format(" -name \"%s\"", newName.c_str());
commandString += AZStd::string::format(" -newName \"%s\"", mOldName.c_str());
}
else
{
commandString += AZStd::string::format(" -name \"%s\"", mOldName.c_str());
}
// set the old visible flag
if (parameters.CheckIfHasParameter("isVisible"))
{
commandString += AZStd::string::format(" -isVisible %i", mOldIsVisible);
}
// set the old color
if (parameters.CheckIfHasParameter("color"))
{
AZ::Color oldColor;
oldColor.FromU32(mOldColor);
const AZStd::string oldColorString = AZStd::string::format("%.8f,%.8f,%.8f,%.8f", static_cast<float>(oldColor.GetR()), static_cast<float>(oldColor.GetG()), static_cast<float>(oldColor.GetB()), static_cast<float>(oldColor.GetA()));
commandString += AZStd::string::format(" -color \"%s\"", oldColorString.c_str());
}
// set the old nodes
if (parameters.CheckIfHasParameter("nodeNames"))
{
const AZStd::string nodeNamesString = CommandAnimGraphAdjustNodeGroup::GenerateNodeNameString(animGraph, mOldNodeIds);
commandString += AZStd::string::format(" -nodeNames \"%s\" -nodeAction \"replace\"", nodeNamesString.c_str());
}
CommandAnimGraphAdjustNodeGroup* command = aznew CommandAnimGraphAdjustNodeGroup(
GetCommandManager()->FindCommand(CommandAnimGraphAdjustNodeGroup::s_commandName),
/*animGraphId = */ m_animGraphId,
/*name = */ m_newName.has_value() ? *m_newName : m_name,
/*visible = */ m_isVisible.has_value() ? AZStd::optional<bool>(m_oldIsVisible) : AZStd::nullopt,
/*newName = */ m_newName.has_value() ? AZStd::optional<AZStd::string>(m_name) : AZStd::nullopt,
/*nodeNames = */ m_nodeNames.has_value() ? AZStd::optional<AZStd::vector<AZStd::string>>(GenerateNodeNameVector(animGraph, m_oldNodeIds)) : AZStd::nullopt,
/*nodeAction = */ m_nodeNames.has_value() ? AZStd::optional<NodeAction>(NodeAction::Replace) : AZStd::nullopt,
/*color = */ m_color.has_value() ? AZStd::optional<AZ::u32>(m_oldColor) : AZStd::nullopt
);
// execute the command
if (!GetCommandManager()->ExecuteCommandInsideCommand(commandString, outResult))
if (!GetCommandManager()->ExecuteCommandInsideCommand(command, outResult))
{
AZ_Error("EMotionFX", false, outResult.c_str());
}
// set the dirty flag back to the old value
animGraph->SetDirtyFlag(mOldDirtyFlag);
animGraph->SetDirtyFlag(m_oldDirtyFlag);
return true;
}
@@ -282,7 +229,7 @@ namespace CommandSystem
{
GetSyntax().ReserveParameters(8);
GetSyntax().AddRequiredParameter("name", "The name of the node group to adjust.", MCore::CommandSyntax::PARAMTYPE_STRING);
GetSyntax().AddParameter("animGraphID", "The id of the blend set the node group belongs to.", MCore::CommandSyntax::PARAMTYPE_INT, "-1");
EMotionFX::ParameterMixinAnimGraphId::InitSyntax(GetSyntax(), /*isParameterRequired=*/ false);
GetSyntax().AddParameter("isVisible", "The visibility flag of the node group.", MCore::CommandSyntax::PARAMTYPE_BOOLEAN, "true");
GetSyntax().AddParameter("newName", "The new name of the node group.", MCore::CommandSyntax::PARAMTYPE_STRING, "");
GetSyntax().AddParameter("nodeNames", "A list of node names that should be added/removed to/from the node group.", MCore::CommandSyntax::PARAMTYPE_STRING, "");
@@ -291,6 +238,51 @@ namespace CommandSystem
GetSyntax().AddParameter("updateUI", "Setting this to true will trigger a refresh of the node groups UI.", MCore::CommandSyntax::PARAMTYPE_BOOLEAN, "true");
}
bool CommandAnimGraphAdjustNodeGroup::SetCommandParameters(const MCore::CommandLine& parameters)
{
EMotionFX::ParameterMixinAnimGraphId::SetCommandParameters(parameters);
m_name = parameters.GetValue("name", this);
if (parameters.CheckIfHasParameter("isVisible"))
{
m_isVisible = parameters.GetValueAsBool("isVisible", this);
}
if (parameters.CheckIfHasParameter("newName"))
{
m_newName = parameters.GetValue("newName", this);
}
if (parameters.CheckIfHasParameter("nodeNames"))
{
m_nodeNames.emplace();
AzFramework::StringFunc::Tokenize(parameters.GetValue("nodeNames", this), m_nodeNames.value(), ";", false, true);
}
if (parameters.CheckIfHasValue("nodeAction"))
{
const AZStd::string& nodeActionStr = parameters.GetValue("nodeAction", this);
if (nodeActionStr == "add")
{
m_nodeAction = NodeAction::Add;
}
else if (nodeActionStr == "remove")
{
m_nodeAction = NodeAction::Remove;
}
else if (nodeActionStr == "replace")
{
m_nodeAction = NodeAction::Replace;
}
}
if (parameters.CheckIfHasParameter("color"))
{
m_color = AZ::Color(parameters.GetValueAsVector4("color", this)).ToU32();
}
if (parameters.CheckIfHasParameter("updateUI"))
{
m_updateUI = parameters.GetValueAsBool("updateUI", this);
}
return true;
}
const char* CommandAnimGraphAdjustNodeGroup::GetDescription() const
{
@@ -447,21 +439,20 @@ namespace CommandSystem
MCore::CommandGroup commandGroup;
AZStd::string commandString = AZStd::string::format("AnimGraphAddNodeGroup -animGraphID %i -name \"%s\" -updateUI %s",animGraph->GetID(), mOldName.c_str(), updateWindow.c_str());
commandGroup.AddCommandString(commandString);
commandGroup.AddCommandString(AZStd::string::format("AnimGraphAddNodeGroup -animGraphID %i -name \"%s\" -updateUI %s",animGraph->GetID(), mOldName.c_str(), updateWindow.c_str()));
const AZStd::string nodeNamesString = CommandAnimGraphAdjustNodeGroup::GenerateNodeNameString(animGraph, mOldNodeIds);
auto* command = aznew CommandAnimGraphAdjustNodeGroup(
GetCommandManager()->FindCommand(CommandAnimGraphAdjustNodeGroup::s_commandName),
/*animGraphId = */ animGraph->GetID(),
/*name = */ mOldName,
/*visible = */ mOldIsVisible,
/*newName = */ AZStd::nullopt,
/*nodeNames = */ CommandAnimGraphAdjustNodeGroup::GenerateNodeNameVector(animGraph, mOldNodeIds),
/*nodeAction = */ CommandAnimGraphAdjustNodeGroup::NodeAction::Add,
/*color = */ mOldColor
);
AZ::Color oldColor;
oldColor.FromU32(mOldColor);
const AZStd::string oldColorString = AZStd::string::format("%.8f,%.8f,%.8f,%.8f",
static_cast<float>(oldColor.GetR()), static_cast<float>(oldColor.GetG()), static_cast<float>(oldColor.GetB()), static_cast<float>(oldColor.GetA()));
commandString = AZStd::string::format(
"AnimGraphAdjustNodeGroup -animGraphID %i -name \"%s\" -isVisible %s -color \"%s\" -nodeNames \"%s\" -nodeAction \"add\" -updateUI %s",
animGraph->GetID(), mOldName.c_str(), AZStd::to_string(mOldIsVisible).c_str(), oldColorString.c_str(), nodeNamesString.c_str(), updateWindow.c_str());
commandGroup.AddCommandString(commandString);
commandGroup.AddCommand(command);
AZStd::string result;
if (!GetCommandManager()->ExecuteCommandGroupInsideCommand(commandGroup, result))
@@ -13,22 +13,73 @@
#include <MCore/Source/CommandGroup.h>
#include <EMotionFX/Source/AnimGraphNodeGroup.h>
#include <EMotionFX/Source/AnimGraph.h>
#include <EMotionFX/CommandSystem/Source/ParameterMixins.h>
namespace CommandSystem
{
// adjust a node group
MCORE_DEFINECOMMAND_START(CommandAnimGraphAdjustNodeGroup, "Adjust anim graph node group", true)
public:
static AZStd::string GenerateNodeNameString(EMotionFX::AnimGraph* animGraph, const AZStd::vector<EMotionFX::AnimGraphNodeId>& nodeIDs);
static AZStd::vector<EMotionFX::AnimGraphNodeId> CollectNodeIdsFromGroup(EMotionFX::AnimGraphNodeGroup* nodeGroup);
class CommandAnimGraphAdjustNodeGroup
: public MCore::Command
, public EMotionFX::ParameterMixinAnimGraphId
{
public:
AZ_CLASS_ALLOCATOR_DECL
AZStd::string mOldName;
bool mOldIsVisible;
AZ::u32 mOldColor;
AZStd::vector<EMotionFX::AnimGraphNodeId> mOldNodeIds;
bool mOldDirtyFlag;
MCORE_DEFINECOMMAND_END
static constexpr inline AZStd::string_view s_commandName = "AnimGraphAdjustNodeGroup";
enum class NodeAction
{
Add,
Remove,
Replace
};
explicit CommandAnimGraphAdjustNodeGroup(
MCore::Command* orgCommand = nullptr,
AZ::u32 animGraphId = MCORE_INVALIDINDEX32,
AZStd::string name = AZStd::string{},
AZStd::optional<bool> visible = AZStd::nullopt,
AZStd::optional<AZStd::string> newName = AZStd::nullopt,
AZStd::optional<AZStd::vector<AZStd::string>> nodeNames = AZStd::nullopt,
AZStd::optional<NodeAction> nodeAction = AZStd::nullopt,
AZStd::optional<AZ::u32> color = AZStd::nullopt,
AZStd::optional<bool> updateUI = AZStd::nullopt
);
bool Execute(const MCore::CommandLine& parameters, AZStd::string& outResult) override;
bool Undo(const MCore::CommandLine& parameters, AZStd::string& outResult) override;
void InitSyntax() override;
bool SetCommandParameters(const MCore::CommandLine& parameters) override;
bool GetIsUndoable() const override
{
return true;
}
const char* GetHistoryName() const override
{
return "Adjust anim graph node group";
}
const char* GetDescription() const override;
MCore::Command* Create() override
{
return new CommandAnimGraphAdjustNodeGroup(this);
}
static AZStd::vector<AZStd::string> GenerateNodeNameVector(EMotionFX::AnimGraph* animGraph, const AZStd::vector<EMotionFX::AnimGraphNodeId>& nodeIDs);
static AZStd::vector<EMotionFX::AnimGraphNodeId> CollectNodeIdsFromGroup(EMotionFX::AnimGraphNodeGroup* nodeGroup);
private:
AZStd::string m_name;
AZStd::optional<bool> m_isVisible;
AZStd::optional<AZStd::string> m_newName;
AZStd::optional<AZStd::vector<AZStd::string>> m_nodeNames;
AZStd::optional<NodeAction> m_nodeAction;
AZStd::optional<AZ::u32> m_color;
AZStd::optional<bool> m_updateUI;
bool m_oldIsVisible;
AZ::u32 m_oldColor;
AZStd::vector<EMotionFX::AnimGraphNodeId> m_oldNodeIds;
bool m_oldDirtyFlag;
};
// add node group
MCORE_DEFINECOMMAND_START(CommandAnimGraphAddNodeGroup, "Add anim graph node group", true)
@@ -9,7 +9,7 @@
// include the required headers
#include "NodeGroupCommands.h"
#include "CommandManager.h"
#include <EMotionFX/Source/NodeGroup.h>
#include <EMotionFX/Source/Allocators.h>
#include <EMotionFX/Source/ActorManager.h>
#include <MCore/Source/LogManager.h>
#include <MCore/Source/StringConversions.h>
@@ -20,230 +20,147 @@ namespace CommandSystem
//--------------------------------------------------------------------------------
// CommandAdjustNodeGroup
//--------------------------------------------------------------------------------
AZ_CLASS_ALLOCATOR_IMPL(CommandAdjustNodeGroup, EMotionFX::CommandAllocator, 0)
// constructor
CommandAdjustNodeGroup::CommandAdjustNodeGroup(MCore::Command* orgCommand)
: MCore::Command("AdjustNodeGroup", orgCommand)
, mOldNodeGroup(nullptr)
CommandAdjustNodeGroup::CommandAdjustNodeGroup(
MCore::Command* orgCommand,
uint32 actorId,
const AZStd::string& name,
AZStd::optional<AZStd::string> newName,
AZStd::optional<bool> enabledOnDefault,
AZStd::optional<AZStd::vector<AZStd::string>> nodeNames,
AZStd::optional<NodeAction> nodeAction
)
: MCore::Command(s_commandName.data(), orgCommand)
, EMotionFX::ParameterMixinActorId(actorId)
, m_name(name)
, m_newName(AZStd::move(newName))
, m_enabledOnDefault(enabledOnDefault)
, m_nodeNames(AZStd::move(nodeNames))
, m_nodeAction(nodeAction)
{
}
// destructor
CommandAdjustNodeGroup::~CommandAdjustNodeGroup()
{
if (mOldNodeGroup)
{
mOldNodeGroup->Destroy();
}
}
// execute
bool CommandAdjustNodeGroup::Execute(const MCore::CommandLine& parameters, AZStd::string& outResult)
bool CommandAdjustNodeGroup::Execute(const MCore::CommandLine&, AZStd::string& outResult)
{
AZStd::string valueString;
// get the motion id and the corresponding motion pointer
const int32 actorID = parameters.GetValueAsInt("actorID", this);
parameters.GetValue("name", this, &valueString);
// get the actor
EMotionFX::Actor* actor = EMotionFX::GetActorManager().FindActorByID(actorID);
EMotionFX::Actor* actor = EMotionFX::GetActorManager().FindActorByID(m_actorId);
if (actor == nullptr)
{
outResult = AZStd::string::format("Cannot adjust node group. Actor with id='%i' does not exist.", actorID);
outResult = AZStd::string::format("Cannot adjust node group. Actor with id='%i' does not exist.", m_actorId);
return false;
}
// get the node group
EMotionFX::NodeGroup* nodeGroup = actor->FindNodeGroupByNameNoCase(valueString.c_str());
EMotionFX::NodeGroup* nodeGroup = actor->FindNodeGroupByNameNoCase(m_name.c_str());
if (nodeGroup == nullptr)
{
outResult = AZStd::string::format("Cannot adjust node group. Node group with name='%s' does not exist.", valueString.c_str());
outResult = AZStd::string::format("Cannot adjust node group. Node group with name='%s' does not exist.", m_name.c_str());
return false;
}
// copy the old node group for undo
if (mOldNodeGroup)
{
mOldNodeGroup->Destroy();
}
mOldNodeGroup = aznew EMotionFX::NodeGroup(*nodeGroup);
m_oldNodeGroup = AZStd::make_unique<EMotionFX::NodeGroup>(*nodeGroup);
// check if newName is set and apply new name
if (parameters.CheckIfHasParameter("newName"))
if (m_newName.has_value())
{
parameters.GetValue("newName", this, &valueString);
nodeGroup->SetName(valueString.c_str());
nodeGroup->SetName(*m_newName);
}
// check if parameter disabledOnDefault is set and adjust it
if (parameters.CheckIfHasParameter("enabledOnDefault"))
if (m_enabledOnDefault.has_value())
{
const bool enabledOnDefault = parameters.GetValueAsBool("enabledOnDefault", this);
nodeGroup->SetIsEnabledOnDefault(enabledOnDefault);
nodeGroup->SetIsEnabledOnDefault(*m_enabledOnDefault);
}
// check if parametes nodeNames is set
if (parameters.CheckIfHasParameter("nodeNames"))
if (m_nodeNames.has_value())
{
// get the node action
AZStd::string nodeAction;
parameters.GetValue("nodeAction", this, &valueString);
// get the node names and split the string
AZStd::string nodeNameString;
parameters.GetValue("nodeNames", this, &nodeNameString);
// get the individual node names
AZStd::vector<AZStd::string> nodeNames;
AzFramework::StringFunc::Tokenize(nodeNameString.c_str(), nodeNames, MCore::CharacterConstants::semiColon, true /* keep empty strings */, true /* keep space strings */);
// get the number of nodes
const size_t numNodes = nodeNames.size();
// remove the selected nodes from the node group
if (AzFramework::StringFunc::Equal(valueString.c_str(), "remove", false /* no case */))
if (*m_nodeAction == NodeAction::Replace)
{
for (size_t i = 0; i < numNodes; ++i)
{
// get the node
EMotionFX::Node* node = actor->GetSkeleton()->FindNodeByName(nodeNames[i].c_str());
if (node == nullptr)
{
continue;
}
// remove the node
nodeGroup->RemoveNodeByNodeIndex((uint16)node->GetNodeIndex());
}
}
else if (AzFramework::StringFunc::Equal(valueString.c_str(), "add", false /* no case */)) // add the selected nodes to the node group
{
for (size_t i = 0; i < numNodes; ++i)
{
// get the node
EMotionFX::Node* node = actor->GetSkeleton()->FindNodeByName(nodeNames[i].c_str());
if (node == nullptr)
{
continue;
}
// add the node
uint16 nodeIndex = (uint16)node->GetNodeIndex();
nodeGroup->RemoveNodeByNodeIndex(nodeIndex);
nodeGroup->AddNode(nodeIndex);
}
}
else // selected nodes form the new node group
{
// clear previous nodes
nodeGroup->GetNodeArray().Clear();
// add all nodes to the group
for (size_t i = 0; i < numNodes; ++i)
}
for (const AZStd::string& nodeName : *m_nodeNames)
{
EMotionFX::Node* node = actor->GetSkeleton()->FindNodeByName(nodeName);
if (!node)
{
// get the node
EMotionFX::Node* node = actor->GetSkeleton()->FindNodeByName(nodeNames[i].c_str());
continue;
}
// check if node exists
if (node == nullptr)
{
continue;
}
// add the node
nodeGroup->AddNode((uint16)node->GetNodeIndex());
uint16 nodeIndex = (uint16)node->GetNodeIndex();
nodeGroup->RemoveNodeByNodeIndex(nodeIndex);
if (*m_nodeAction == NodeAction::Add || *m_nodeAction == NodeAction::Replace)
{
nodeGroup->AddNode(nodeIndex);
}
}
}
// save the current dirty flag and tell the actor that something got changed
mOldDirtyFlag = actor->GetDirtyFlag();
m_oldDirtyFlag = actor->GetDirtyFlag();
actor->SetDirtyFlag(true);
return true;
}
// undo the command
bool CommandAdjustNodeGroup::Undo(const MCore::CommandLine& parameters, AZStd::string& outResult)
bool CommandAdjustNodeGroup::Undo(const MCore::CommandLine&, AZStd::string& outResult)
{
// return if no information about the previous node group was stored
if (!mOldNodeGroup)
if (!m_oldNodeGroup)
{
return false;
}
// get the motion id and the corresponding motion pointer
int32 actorID = parameters.GetValueAsInt("actorID", this);
// get the name
AZStd::string name;
if (parameters.CheckIfHasParameter("newName"))
{
parameters.GetValue("newName", this, &name);
}
else
{
parameters.GetValue("name", this, &name);
}
// get the actor
EMotionFX::Actor* actor = EMotionFX::GetActorManager().FindActorByID(actorID);
EMotionFX::Actor* actor = EMotionFX::GetActorManager().FindActorByID(m_actorId);
// return error if actor was not found
if (actor == nullptr)
{
outResult = AZStd::string::format("Cannot adjust node group. Actor with id='%i' does not exist.", actorID);
outResult = AZStd::string::format("Cannot adjust node group. Actor with id='%i' does not exist.", m_actorId);
return false;
}
// get the node group
EMotionFX::NodeGroup* nodeGroup = actor->FindNodeGroupByNameNoCase(name.c_str());
EMotionFX::NodeGroup* nodeGroup = actor->FindNodeGroupByNameNoCase(m_newName.has_value() ? m_newName->c_str() : m_name.c_str());
// return error if node group name is not set
if (nodeGroup == nullptr)
if (!nodeGroup)
{
outResult = AZStd::string::format("Cannot adjust node group. Node group with name='%s' does not exist.", name.c_str());
outResult = AZStd::string::format("Cannot adjust node group. Node group with name='%s' does not exist.", m_newName.has_value() ? m_newName->c_str() : m_name.c_str());
return false;
}
// reset the old values
if (parameters.CheckIfHasParameter("enabledOnDefault"))
if (m_enabledOnDefault.has_value())
{
nodeGroup->SetIsEnabledOnDefault(mOldNodeGroup->GetIsEnabledOnDefault());
nodeGroup->SetIsEnabledOnDefault(m_oldNodeGroup->GetIsEnabledOnDefault());
}
if (parameters.CheckIfHasParameter("newName"))
if (m_newName.has_value())
{
nodeGroup->SetName(mOldNodeGroup->GetName());
nodeGroup->SetName(m_oldNodeGroup->GetName());
}
if (parameters.CheckIfHasParameter("nodeNames"))
if (m_nodeNames.has_value())
{
// clear previous nodes
nodeGroup->GetNodeArray().Clear();
const uint32 numNodes = mOldNodeGroup->GetNumNodes();
nodeGroup->SetNumNodes(static_cast<uint16>(numNodes));
const uint16 numNodes = m_oldNodeGroup->GetNumNodes();
nodeGroup->SetNumNodes(numNodes);
// add all nodes to the group
for (uint32 i = 0; i < numNodes; ++i)
for (uint16 i = 0; i < numNodes; ++i)
{
nodeGroup->SetNode(static_cast<uint16>(i), mOldNodeGroup->GetNode(static_cast<uint16>(i)));
nodeGroup->SetNode(i, m_oldNodeGroup->GetNode(i));
}
}
// delete the old node group
if (mOldNodeGroup)
{
mOldNodeGroup->Destroy();
}
mOldNodeGroup = nullptr;
m_oldNodeGroup = nullptr;
// set the dirty flag back to the old value
actor->SetDirtyFlag(mOldDirtyFlag);
actor->SetDirtyFlag(m_oldDirtyFlag);
return true;
}
@@ -252,7 +169,7 @@ namespace CommandSystem
void CommandAdjustNodeGroup::InitSyntax()
{
GetSyntax().ReserveParameters(6);
GetSyntax().AddRequiredParameter("actorID", "The id of the actor the node group belongs to.", MCore::CommandSyntax::PARAMTYPE_INT);
EMotionFX::ParameterMixinActorId::InitSyntax(GetSyntax(), /*isParameterRequired=*/ true);
GetSyntax().AddRequiredParameter("name", "The name of the node group to adjust.", MCore::CommandSyntax::PARAMTYPE_STRING);
GetSyntax().AddParameter("newName", "The new name of the node group.", MCore::CommandSyntax::PARAMTYPE_STRING, "");
GetSyntax().AddParameter("enabledOnDefault", "The enabled on default flag.", MCore::CommandSyntax::PARAMTYPE_BOOLEAN, "false");
@@ -261,6 +178,45 @@ namespace CommandSystem
}
bool CommandAdjustNodeGroup::SetCommandParameters(const MCore::CommandLine& parameters)
{
EMotionFX::ParameterMixinActorId::SetCommandParameters(parameters);
m_name = parameters.GetValue("name", this);
if (parameters.CheckIfHasParameter("newName"))
{
m_newName = parameters.GetValue("newName", this);
}
if (parameters.CheckIfHasParameter("enabledOnDefault"))
{
m_enabledOnDefault = parameters.GetValueAsBool("enabledOnDefault", this);
}
if (parameters.CheckIfHasParameter("nodeNames"))
{
m_nodeNames.emplace();
AzFramework::StringFunc::Tokenize(parameters.GetValue("nodeNames", this), m_nodeNames.value(), ";", false, true);
}
if (parameters.CheckIfHasParameter("nodeAction"))
{
const AZStd::string& nodeActionStr = parameters.GetValue("nodeAction", this);
if (nodeActionStr == "add")
{
m_nodeAction = NodeAction::Add;
}
else if (nodeActionStr == "remove")
{
m_nodeAction = NodeAction::Remove;
}
else if (nodeActionStr == "replace")
{
m_nodeAction = NodeAction::Replace;
}
}
return true;
}
// get the description
const char* CommandAdjustNodeGroup::GetDescription() const
{
@@ -304,7 +260,7 @@ namespace CommandSystem
}
// add new node group to the actor
EMotionFX::NodeGroup* nodeGroup = EMotionFX::NodeGroup::Create(name.c_str());
EMotionFX::NodeGroup* nodeGroup = aznew EMotionFX::NodeGroup(name);
actor->AddNodeGroup(nodeGroup);
// save the current dirty flag and tell the actor that something got changed
@@ -374,10 +330,7 @@ namespace CommandSystem
// destructor
CommandRemoveNodeGroup::~CommandRemoveNodeGroup()
{
if (mOldNodeGroup)
{
mOldNodeGroup->Destroy();
}
delete mOldNodeGroup;
}
@@ -407,11 +360,7 @@ namespace CommandSystem
}
// copy the old node group for undo
if (mOldNodeGroup)
{
mOldNodeGroup->Destroy();
}
delete mOldNodeGroup;
mOldNodeGroup = aznew EMotionFX::NodeGroup(*nodeGroup);
// remove the node group
@@ -9,10 +9,13 @@
#pragma once
// include the required headers
#include <AzCore/std/smart_ptr/unique_ptr.h>
#include "CommandSystemConfig.h"
#include <MCore/Source/Command.h>
#include <MCore/Source/CommandGroup.h>
#include <EMotionFX/Source/EMotionFXConfig.h>
#include <EMotionFX/Source/NodeGroup.h>
#include <EMotionFX/CommandSystem/Source/ParameterMixins.h>
EMFX_FORWARD_DECLARE(Actor);
EMFX_FORWARD_DECLARE(NodeGroup);
@@ -20,20 +23,68 @@ EMFX_FORWARD_DECLARE(NodeGroup);
namespace CommandSystem
{
// adjust a node group
MCORE_DEFINECOMMAND_START(CommandAdjustNodeGroup, "Adjust node group", true)
bool mOldDirtyFlag;
EMotionFX::NodeGroup* mOldNodeGroup;
MCORE_DEFINECOMMAND_END
class CommandAdjustNodeGroup
: public MCore::Command
, public EMotionFX::ParameterMixinActorId
{
public:
AZ_CLASS_ALLOCATOR_DECL
enum class NodeAction
{
Add,
Remove,
Replace
};
static constexpr inline AZStd::string_view s_commandName = "AdjustNodeGroup";
CommandAdjustNodeGroup(
MCore::Command* orgCommand = nullptr,
uint32 actorId = MCORE_INVALIDINDEX32,
const AZStd::string& name = {},
AZStd::optional<AZStd::string> newName = AZStd::nullopt,
AZStd::optional<bool> enabledOnDefault = AZStd::nullopt,
AZStd::optional<AZStd::vector<AZStd::string>> nodeNames = AZStd::nullopt,
AZStd::optional<NodeAction> nodeAction = AZStd::nullopt
);
bool Execute(const MCore::CommandLine& parameters, AZStd::string& outResult) override;
bool Undo(const MCore::CommandLine& parameters, AZStd::string& outResult) override;
void InitSyntax() override;
bool SetCommandParameters(const MCore::CommandLine& parameters) override;
bool GetIsUndoable() const override
{
return true;
}
const char* GetHistoryName() const override
{
return "Adjust node group";
}
const char* GetDescription() const override;
MCore::Command* Create() override
{
return new CommandAdjustNodeGroup(this);
}
private:
AZStd::string m_name;
AZStd::optional<AZStd::string> m_newName;
AZStd::optional<bool> m_enabledOnDefault;
AZStd::optional<AZStd::vector<AZStd::string>> m_nodeNames;
AZStd::optional<NodeAction> m_nodeAction;
bool m_oldDirtyFlag = false;
AZStd::unique_ptr<EMotionFX::NodeGroup> m_oldNodeGroup = nullptr;
};
// add node group
MCORE_DEFINECOMMAND_START(CommandAddNodeGroup, "Add node group", true)
MCORE_DEFINECOMMAND_START(CommandAddNodeGroup, "Add node group", true)
bool mOldDirtyFlag;
MCORE_DEFINECOMMAND_END
// remove a node group
MCORE_DEFINECOMMAND_START(CommandRemoveNodeGroup, "Remove node group", true)
MCORE_DEFINECOMMAND_START(CommandRemoveNodeGroup, "Remove node group", true)
EMotionFX::NodeGroup * mOldNodeGroup;
bool mOldDirtyFlag;
MCORE_DEFINECOMMAND_END
@@ -80,6 +80,8 @@ namespace EMotionFX
AZ_RTTI(ParameterMixinAnimGraphId, "{3F48199E-6566-471F-A7EA-ADF67CAC4DCD}")
AZ_CLASS_ALLOCATOR_DECL
ParameterMixinAnimGraphId() = default;
ParameterMixinAnimGraphId(AZ::u32 id) : m_animGraphId(id) {}
virtual ~ParameterMixinAnimGraphId() = default;
static void Reflect(AZ::ReflectContext* context);
@@ -1015,7 +1015,7 @@ namespace EMotionFX
const uint32 numGroups = mNodeGroups.GetLength();
for (uint32 i = 0; i < numGroups; ++i)
{
mNodeGroups[i]->Destroy();
delete mNodeGroups[i];
}
mNodeGroups.Clear();
}
@@ -2085,7 +2085,7 @@ namespace EMotionFX
{
if (delFromMem)
{
mNodeGroups[index]->Destroy();
delete mNodeGroups[index];
}
mNodeGroups.Remove(index);
@@ -2097,7 +2097,7 @@ namespace EMotionFX
mNodeGroups.RemoveByValue(group);
if (delFromMem)
{
group->Destroy();
delete group;
}
}
@@ -1469,7 +1469,7 @@ namespace EMotionFX
}
// create the new group inside the actor
NodeGroup* newGroup = NodeGroup::Create(groupName, fileGroup.mNumNodes, fileGroup.mDisabledOnDefault ? false : true);
NodeGroup* newGroup = aznew NodeGroup(groupName, fileGroup.mNumNodes, fileGroup.mDisabledOnDefault ? false : true);
// read the node numbers
uint16 nodeIndex;
@@ -17,63 +17,16 @@ namespace EMotionFX
AZ_CLASS_ALLOCATOR_IMPL(NodeGroup, NodeAllocator, 0)
// default constructor
NodeGroup::NodeGroup()
: BaseObject()
NodeGroup::NodeGroup(const AZStd::string& groupName, uint16 numNodes, bool enabledOnDefault)
: mName(groupName)
, mNodes(numNodes)
, mEnabledOnDefault(enabledOnDefault)
{
SetIsEnabledOnDefault(true);
}
// extended constructor
NodeGroup::NodeGroup(const char* groupName, bool enabledOnDefault)
: BaseObject()
{
SetName(groupName);
SetIsEnabledOnDefault(enabledOnDefault);
}
// another extended constructor
NodeGroup::NodeGroup(const char* groupName, uint16 numNodes, bool enabledOnDefault)
: BaseObject()
{
SetName(groupName);
SetNumNodes(numNodes);
SetIsEnabledOnDefault(enabledOnDefault);
}
// destructor
NodeGroup::~NodeGroup()
{
mNodes.Clear();
}
// create
NodeGroup* NodeGroup::Create()
{
return aznew NodeGroup();
}
// create
NodeGroup* NodeGroup::Create(const char* groupName, bool enabledOnDefault)
{
return aznew NodeGroup(groupName, enabledOnDefault);
}
// create
NodeGroup* NodeGroup::Create(const char* groupName, uint16 numNodes, bool enabledOnDefault)
{
return aznew NodeGroup(groupName, numNodes, enabledOnDefault);
}
// set the name of the group
void NodeGroup::SetName(const char* groupName)
void NodeGroup::SetName(const AZStd::string& groupName)
{
mName = groupName;
}
@@ -30,38 +30,19 @@ namespace EMotionFX
* might contain incorrect or even uninitialized data.
*/
class EMFX_API NodeGroup
: public BaseObject
{
public:
AZ_CLASS_ALLOCATOR_DECL
/**
* The default creation method.
* This does not assign a name and there will be nodes inside this group on default.
* Also the default enabled state is set to true.
*/
static NodeGroup* Create();
/**
* Extended creation.
* @param groupName The name of the group. Please keep in mind that it is not allowed to have two groups with the same name inside an Actor.
* @param enabledOnDefault Set to true (default) when the nodes inside this group should be enabled on default.
*/
static NodeGroup* Create(const char* groupName, bool enabledOnDefault = true);
/**
* Another extended constructor.
* @param groupName The name of the group. Please keep in mind that it is not allowed to have two groups with the same name inside an Actor.
* @param numNodes The number of nodes to create inside the group. This will have all uninitialized values for the node indices in the group, so be sure that you
* set them all to some valid node index using the NodeGroup::SetNode(...) method. This method automatically calls the SetNumNodes(...) method.
* @param enabledOnDefault Set to true (default) when the nodes inside this group should be enabled on default.
*/
static NodeGroup* Create(const char* groupName, uint16 numNodes, bool enabledOnDefault = true);
NodeGroup(const AZStd::string& groupName = {}, uint16 numNodes = 0, bool enabledOnDefault = true);
NodeGroup(const NodeGroup& aOther);
NodeGroup& operator=(const NodeGroup& aOther);
/**
* Set the name of the group. Please keep in mind that group names must be unique inside the Actor objects. So you should not have two or more groups with the same name.
* @param groupName The name of the group.
*/
void SetName(const char* groupName);
void SetName(const AZStd::string& groupName);
/**
* Get the name of the group as null terminated character buffer.
@@ -172,37 +153,6 @@ namespace EMotionFX
*/
void SetIsEnabledOnDefault(bool enabledOnDefault);
/**
* The default constructor.
* This does not assign a name and there will be nodes inside this group on default.
* Also the default enabled state is set to true.
*/
NodeGroup();
/**
* Extended constructor.
* @param groupName The name of the group. Please keep in mind that it is not allowed to have two groups with the same name inside an Actor.
* @param enabledOnDefault Set to true (default) when the nodes inside this group should be enabled on default.
*/
NodeGroup(const char* groupName, bool enabledOnDefault = true);
/**
* Another extended constructor.
* @param groupName The name of the group. Please keep in mind that it is not allowed to have two groups with the same name inside an Actor.
* @param numNodes The number of nodes to create inside the group. This will have all uninitialized values for the node indices in the group, so be sure that you
* set them all to some valid node index using the NodeGroup::SetNode(...) method. This method automatically calls the SetNumNodes(...) method.
* @param enabledOnDefault Set to true (default) when the nodes inside this group should be enabled on default.
*/
NodeGroup(const char* groupName, uint16 numNodes, bool enabledOnDefault = true);
/**
* The destructor.
*/
~NodeGroup();
NodeGroup(const NodeGroup& aOther);
NodeGroup& operator=(const NodeGroup& aOther);
private:
AZStd::string mName; /**< The name of the group. */
MCore::SmallArray<uint16> mNodes; /**< The node index numbers that are inside this group. */
@@ -9,6 +9,7 @@
#include <AzQtComponents/Utilities/Conversions.h>
#include <EMotionFX/CommandSystem/Source/AnimGraphConnectionCommands.h>
#include <EMotionFX/CommandSystem/Source/AnimGraphNodeCommands.h>
#include <EMotionFX/CommandSystem/Source/AnimGraphNodeGroupCommands.h>
#include <EMotionFX/CommandSystem/Source/MotionSetCommands.h>
#include <EMotionFX/Source/AnimGraphExitNode.h>
#include <EMotionFX/Source/AnimGraphMotionNode.h>
@@ -1208,7 +1209,7 @@ namespace EMStudio
MCore::CommandGroup commandGroup("Adjust anim graph node group");
AZStd::string nodeNames;
AZStd::vector<AZStd::string> nodeNames;
for (const QModelIndex& selectedIndex : selectionList)
{
// Skip transitions and blend tree connections.
@@ -1221,12 +1222,19 @@ namespace EMStudio
EMotionFX::AnimGraphNodeGroup* nodeGroup = animGraph->FindNodeGroupForNode(selectedNode);
if (nodeGroup)
{
const AZStd::string command = AZStd::string::format("AnimGraphAdjustNodeGroup -animGraphID %i -name \"%s\" -nodeNames \"%s\" -nodeAction \"remove\"", animGraph->GetID(), nodeGroup->GetName(), selectedNode->GetName());
commandGroup.AddCommandString(command);
auto* command = aznew CommandSystem::CommandAnimGraphAdjustNodeGroup(
GetCommandManager()->FindCommand(CommandSystem::CommandAnimGraphAdjustNodeGroup::s_commandName),
/*animGraphId = */ animGraph->GetID(),
/*name = */ nodeGroup->GetNameString(),
/*visible = */ AZStd::nullopt,
/*newName = */ AZStd::nullopt,
/*nodeNames = */ {{selectedNode->GetNameString()}},
/*nodeAction = */ CommandSystem::CommandAnimGraphAdjustNodeGroup::NodeAction::Remove
);
commandGroup.AddCommand(command);
}
nodeNames += selectedNode->GetName();
nodeNames += ";";
nodeNames.emplace_back(selectedNode->GetName());
}
if (!nodeNames.empty())
{
@@ -1235,8 +1243,16 @@ namespace EMStudio
if (newNodeGroup)
{
const AZStd::string command = AZStd::string::format("AnimGraphAdjustNodeGroup -animGraphID %i -name \"%s\" -nodeNames \"%s\" -nodeAction \"add\"", animGraph->GetID(), newNodeGroup->GetName(), nodeNames.c_str());
commandGroup.AddCommandString(command);
auto* command = aznew CommandSystem::CommandAnimGraphAdjustNodeGroup(
GetCommandManager()->FindCommand(CommandSystem::CommandAnimGraphAdjustNodeGroup::s_commandName),
/*animGraphId = */ animGraph->GetID(),
/*name = */ newNodeGroup->GetNameString(),
/*visible = */ AZStd::nullopt,
/*newName = */ AZStd::nullopt,
/*nodeNames = */ nodeNames,
/*nodeAction = */ CommandSystem::CommandAnimGraphAdjustNodeGroup::NodeAction::Add
);
commandGroup.AddCommand(command);
}
AZStd::string outResult;
@@ -74,11 +74,6 @@ namespace EMStudio
mLineEdit->setText(nodeGroup.c_str());
mLineEdit->selectAll();
// create add the error message
/*mErrorMsg = new QLabel("<font color='red'>Error: Duplicate name found</font>");
mErrorMsg->setAlignment(Qt::AlignVCenter | Qt::AlignLeft);
mErrorMsg->setVisible(false);*/
// create the button layout
QHBoxLayout* buttonLayout = new QHBoxLayout();
mOKButton = new QPushButton("OK");
@@ -139,10 +134,16 @@ namespace EMStudio
void NodeGroupRenameWindow::Accepted()
{
// Execute the command
AZStd::string commandString, outResult;
AZStd::string outResult;
const AZStd::string convertedNewName = FromQtString(mLineEdit->text());
commandString = AZStd::string::format("AnimGraphAdjustNodeGroup -animGraphID %i -name \"%s\" -newName \"%s\"", mAnimGraph->GetID(), mNodeGroup.c_str(), convertedNewName.c_str());
if (GetCommandManager()->ExecuteCommand(commandString.c_str(), outResult) == false)
auto* command = aznew CommandSystem::CommandAnimGraphAdjustNodeGroup(
GetCommandManager()->FindCommand(CommandSystem::CommandAnimGraphAdjustNodeGroup::s_commandName),
mAnimGraph->GetID(),
/*name = */ mNodeGroup,
/*visible = */ AZStd::nullopt,
/*newName = */ convertedNewName
);
if (!GetCommandManager()->ExecuteCommand(command, outResult))
{
MCore::LogError(outResult.c_str());
}
@@ -167,7 +168,7 @@ namespace EMStudio
mAdjustCallback = new CommandAnimGraphAdjustNodeGroupCallback(false);
GetCommandManager()->RegisterCommandCallback("AnimGraphAddNodeGroup", mCreateCallback);
GetCommandManager()->RegisterCommandCallback("AnimGraphRemoveNodeGroup", mRemoveCallback);
GetCommandManager()->RegisterCommandCallback("AnimGraphAdjustNodeGroup", mAdjustCallback);
GetCommandManager()->RegisterCommandCallback(CommandSystem::CommandAnimGraphAdjustNodeGroup::s_commandName.data(), mAdjustCallback);
// add the add button
mAddAction = new QAction(MysticQt::GetMysticQt()->FindIcon("Images/Icons/Plus.svg"), tr("Add new node group"), this);
@@ -486,13 +487,16 @@ namespace EMStudio
bool isVisible = state == Qt::Checked;
// construct the command
AZStd::string commandString;
commandString = AZStd::string::format("AnimGraphAdjustNodeGroup -animGraphID %i -name \"%s\" -isVisible %s", animGraph->GetID(), nodeGroup->GetName(), AZStd::to_string(isVisible).c_str());
auto* command = aznew CommandSystem::CommandAnimGraphAdjustNodeGroup(
GetCommandManager()->FindCommand(CommandSystem::CommandAnimGraphAdjustNodeGroup::s_commandName),
/*animGraphId = */ animGraph->GetID(),
/*name = */ nodeGroup->GetNameString(),
/*visible = */ isVisible
);
// execute the command
AZStd::string resultString;
if (GetCommandManager()->ExecuteCommand(commandString.c_str(), resultString) == false)
if (GetCommandManager()->ExecuteCommand(command, resultString) == false)
{
if (resultString.size() > 0)
{
@@ -519,16 +523,21 @@ namespace EMStudio
// get a pointer to the node group
EMotionFX::AnimGraphNodeGroup* nodeGroup = animGraph->GetNodeGroup(groupIndex);
// get the color
AZ::Vector4 finalColor = color.GetAsVector4();
// construct the command
AZStd::string commandString;
commandString = AZStd::string::format("AnimGraphAdjustNodeGroup -animGraphID %i -name \"%s\" -color \"%s\"", animGraph->GetID(), nodeGroup->GetName(), AZStd::to_string(finalColor).c_str());
auto* command = aznew CommandSystem::CommandAnimGraphAdjustNodeGroup(
GetCommandManager()->FindCommand(CommandSystem::CommandAnimGraphAdjustNodeGroup::s_commandName),
/*animGraphId = */ animGraph->GetID(),
/*name = */ nodeGroup->GetName(),
/*visible = */ AZStd::nullopt,
/*newName = */ AZStd::nullopt,
/*nodeNames = */ AZStd::nullopt,
/*nodeAction = */ AZStd::nullopt,
/*color = */ color.ToU32()
);
// execute the command
AZStd::string resultString;
if (GetCommandManager()->ExecuteCommand(commandString.c_str(), resultString) == false)
if (GetCommandManager()->ExecuteCommand(command, resultString) == false)
{
if (resultString.size() > 0)
{
@@ -112,8 +112,13 @@ namespace EMStudio
// execute the command
AZStd::string outResult;
AZStd::string command = AZStd::string::format("AdjustNodeGroup -actorID %i -name \"%s\" -newName \"%s\"", mActor->GetID(), mNodeGroupName.c_str(), convertedNewName.c_str());
if (GetCommandManager()->ExecuteCommand(command.c_str(), outResult) == false)
auto* command = aznew CommandSystem::CommandAdjustNodeGroup(
GetCommandManager()->FindCommand(CommandSystem::CommandAdjustNodeGroup::s_commandName),
/*actorId=*/ mActor->GetID(),
/*name=*/ mNodeGroupName,
/*newName=*/ convertedNewName
);
if (GetCommandManager()->ExecuteCommand(command, outResult) == false)
{
AZ_Error("EMotionFX", false, outResult.c_str());
}
@@ -362,98 +367,6 @@ namespace EMStudio
mSelectedRow = MCORE_INVALIDINDEX32;
}
}
/*void NodeGroupManagementWidget::UpdateNodeGroupWidget(QTableWidgetItem* current, QTableWidgetItem* previous)
{
MCORE_UNUSED(previous);
// return if no node group widget is set
if (mNodeGroupWidget == nullptr)
return;
// set the node group widget to the actual selection
mNodeGroupWidget->SetActor( mActor );
if (current)
{
// set the current row
mSelectedRow = current->row();
// set the node group
NodeGroup* nodeGroup = mActor->FindNodeGroupByName( FromQtString(mNodeGroupsTable->item(current->row(), 1)->text()).c_str() );
mNodeGroupWidget->SetNodeGroup( nodeGroup );
}
else
{
mNodeGroupWidget->SetNodeGroup( nullptr );
mSelectedRow = MCORE_INVALIDINDEX32;
}
}*/
// called whenever a cell is changed
/*void NodeGroupManagementWidget::NodeGroupNamesChanged(const QString& text)
{
// get the sender widget
QWidget* senderWidget = (QWidget*)sender();
// check for duplicates
const int duplicateFound = SearchTableForString( mNodeGroupsTable, text );
// mark edit field in red, if entry already exists
if (duplicateFound >= 0)
GetManager()->SetWidgetAsInvalidInput( senderWidget );
else
senderWidget->setStyleSheet("");
}*/
// starts editing
/*void NodeGroupManagementWidget::NodeGroupeNameDoubleClicked(QTableWidgetItem* item)
{
// add new line edit for the selected widget
QLineEdit* lineEdit = new QLineEdit( mNodeGroupsTable->item(item->row(), 0)->text() );
mNodeGroupsTable->setCellWidget( item->row(), 0, lineEdit );
// jump into the edit field
lineEdit->selectAll();
lineEdit->setFocus();
mNodeGroupsTable->setCurrentCell( item->row(), 0 );
// connect slots for edit finishing and text change
connect( lineEdit, SIGNAL(editingFinished()), this, SLOT(NodeGroupNameEditingFinished()) );
connect( lineEdit, SIGNAL(textChanged(QString)), this, SLOT(NodeGroupNamesChanged(QString)) );
}*/
// called when editing is finished
/*void NodeGroupManagementWidget::NodeGroupNameEditingFinished()
{
// get the current item
QTableWidgetItem* item = mNodeGroupsTable->currentItem();
// get the sender widget
QLineEdit* senderWidget = (QLineEdit*)sender();
// return if one of the widgets does not exist
if (item == nullptr || senderWidget == nullptr)
return;
// call commands for name change if name does not exist yet
if (senderWidget->styleSheet() == "")
{
// call command for adding a new node group
String outResult;
String command;
command.Format( "AdjustNodeGroup -actorID %i -name \"%s\" -newName \"%s\"", mActor->GetID(), FromQtString(item->text()).c_str(), FromQtString(senderWidget->text()).c_str() );
if (EMStudio::GetCommandManager()->ExecuteCommand( command.c_str(), outResult ) == false)
LogError( outResult.c_str() );
}
else
{
// delete the line edit
mNodeGroupsTable->setCellWidget(item->row(), item->column(), nullptr);
}
}*/
// function to add a new node group with the specified name
@@ -562,16 +475,20 @@ namespace EMStudio
if (rowChechbox == senderCheckbox)
{
nodeGroupName = mNodeGroupsTable->item(i, 1)->text().toUtf8().data();
break;
}
}
// execute the command
AZStd::string outResult;
const AZStd::string command = AZStd::string::format("AdjustNodeGroup -actorID %i -name \"%s\" -enabledOnDefault \"%s\"",
mActor->GetID(),
nodeGroupName.c_str(),
AZStd::to_string(checked).c_str());
if (EMStudio::GetCommandManager()->ExecuteCommand(command.c_str(), outResult) == false)
auto* command = aznew CommandSystem::CommandAdjustNodeGroup(
GetCommandManager()->FindCommand(CommandSystem::CommandAdjustNodeGroup::s_commandName),
/*actorId=*/ mActor->GetID(),
/*name=*/ nodeGroupName,
/*newName=*/ AZStd::nullopt,
/*enabledOnDefault=*/ checked
);
if (EMStudio::GetCommandManager()->ExecuteCommand(command, outResult) == false)
{
AZ_Error("EMotionFX", false, outResult.c_str());
}
@@ -35,7 +35,6 @@ namespace EMStudio
mNodeTable = nullptr;
mSelectNodesButton = nullptr;
mNodeGroup = nullptr;
mNodeAction = "";
// init the widget
Init();
@@ -254,11 +253,11 @@ namespace EMStudio
QWidget* senderWidget = (QWidget*)sender();
if (senderWidget == mAddNodesButton)
{
mNodeAction = "add";
mNodeAction = CommandSystem::CommandAdjustNodeGroup::NodeAction::Add;
}
else
{
mNodeAction = "select";
mNodeAction = CommandSystem::CommandAdjustNodeGroup::NodeAction::Replace;
}
// get the selected actorinstance
@@ -293,46 +292,37 @@ namespace EMStudio
// remove nodes
void NodeGroupWidget::RemoveNodesButtonPressed()
{
// generate node list string
AZStd::string nodeList;
uint32 lowestSelectedRow = MCORE_INVALIDINDEX32;
const uint32 numTableRows = mNodeTable->rowCount();
for (uint32 i = 0; i < numTableRows; ++i)
{
// get the current table item
QTableWidgetItem* item = mNodeTable->item(i, 0);
if (item == nullptr)
{
continue;
}
// add the item to remove list, if it's selected
if (item->isSelected())
{
nodeList += AZStd::string::format("%s;", item->text().toUtf8().data());
if ((uint32)item->row() < lowestSelectedRow)
{
lowestSelectedRow = (uint32)item->row();
}
}
}
// stop here if nothing selected
if (nodeList.empty())
if (mNodeTable->selectedItems().empty())
{
return;
}
// call command for adjusting disable on default flag
// generate node list string
AZStd::vector<AZStd::string> nodeList;
int lowestSelectedRow = AZStd::numeric_limits<int>::max();
for (const QTableWidgetItem* item : mNodeTable->selectedItems())
{
nodeList.emplace_back(FromQtString(item->text()));
lowestSelectedRow = AZStd::min(lowestSelectedRow, item->row());
}
AZStd::string outResult;
AZStd::string command = AZStd::string::format("AdjustNodeGroup -actorID %i -name \"%s\" -nodeAction \"remove\" -nodeNames \"%s\"", mActor->GetID(), mNodeGroup->GetName(), nodeList.c_str());
auto* command = aznew CommandSystem::CommandAdjustNodeGroup(
GetCommandManager()->FindCommand(CommandSystem::CommandAdjustNodeGroup::s_commandName),
/*actorId=*/ mActor->GetID(),
/*name=*/ mNodeGroup->GetName(),
/*newName=*/ AZStd::nullopt,
/*enabledOnDefault=*/ AZStd::nullopt,
/*nodeNames=*/ AZStd::move(nodeList),
/*nodeAction=*/ CommandSystem::CommandAdjustNodeGroup::NodeAction::Remove
);
if (EMStudio::GetCommandManager()->ExecuteCommand(command, outResult) == false)
{
AZ_Error("EMotionFX", false, outResult.c_str());
}
// selected the next row
if (lowestSelectedRow > ((uint32)mNodeTable->rowCount() - 1))
if (lowestSelectedRow > (mNodeTable->rowCount() - 1))
{
mNodeTable->selectRow(lowestSelectedRow - 1);
}
@@ -353,19 +343,23 @@ namespace EMStudio
}
// generate node list string
AZStd::string nodeList;
nodeList.reserve(16448);
const uint32 numSelectedNodes = selectionList.GetLength();
for (uint32 i = 0; i < numSelectedNodes; ++i)
AZStd::vector<AZStd::string> nodeList;
const uint32 selectionListSize = selectionList.GetLength();
for (uint32 i = 0; i < selectionListSize; ++i)
{
nodeList += selectionList[i].GetNodeName();
nodeList += ";";
nodeList.emplace_back(selectionList[i].GetNodeName());
}
AzFramework::StringFunc::Strip(nodeList, MCore::CharacterConstants::semiColon, true /* case sensitive */, false /* beginning */, true /* ending */);
// call command for adjusting disable on default flag
AZStd::string outResult;
AZStd::string command = AZStd::string::format("AdjustNodeGroup -actorID %i -name \"%s\" -nodeAction \"%s\" -nodeNames \"%s\"", mActor->GetID(), mNodeGroup->GetName(), mNodeAction.c_str(), nodeList.c_str());
auto* command = aznew CommandSystem::CommandAdjustNodeGroup(
GetCommandManager()->FindCommand(CommandSystem::CommandAdjustNodeGroup::s_commandName),
/*actorId=*/ mActor->GetID(),
/*name=*/ mNodeGroup->GetName(),
/*newName=*/ AZStd::nullopt,
/*enabledOnDefault=*/ AZStd::nullopt,
/*nodeNames=*/ AZStd::move(nodeList),
/*nodeAction=*/ mNodeAction
);
if (EMStudio::GetCommandManager()->ExecuteCommand(command, outResult) == false)
{
AZ_Error("EMotionFX", false, outResult.c_str());
@@ -13,6 +13,7 @@
#include <MysticQt/Source/DialogStack.h>
#include "../../../../EMStudioSDK/Source/DockWidgetPlugin.h"
#include "../../../../EMStudioSDK/Source/NodeSelectionWindow.h"
#include <EMotionFX/CommandSystem/Source/NodeGroupCommands.h>
#endif
QT_FORWARD_DECLARE_CLASS(QLineEdit)
@@ -58,7 +59,7 @@ namespace EMStudio
CommandSystem::SelectionList mNodeSelectionList;
EMotionFX::NodeGroup* mNodeGroup;
uint16 mNodeGroupIndex;
AZStd::string mNodeAction;
CommandSystem::CommandAdjustNodeGroup::NodeAction mNodeAction;
// widgets
QTableWidget* mNodeTable;
@@ -11,6 +11,7 @@
#include "../../../../EMStudioSDK/Source/EMStudioCore.h"
#include <MCore/Source/LogManager.h>
#include <EMotionFX/CommandSystem/Source/CommandManager.h>
#include <EMotionFX/CommandSystem/Source/NodeGroupCommands.h>
#include "../../../../EMStudioSDK/Source/EMStudioManager.h"
// include qt headers
@@ -99,7 +100,7 @@ namespace EMStudio
GetCommandManager()->RegisterCommandCallback("Select", mSelectCallback);
GetCommandManager()->RegisterCommandCallback("Unselect", mUnselectCallback);
GetCommandManager()->RegisterCommandCallback("ClearSelection", mClearSelectionCallback);
GetCommandManager()->RegisterCommandCallback("AdjustNodeGroup", mAdjustNodeGroupCallback);
GetCommandManager()->RegisterCommandCallback(CommandSystem::CommandAdjustNodeGroup::s_commandName.data(), mAdjustNodeGroupCallback);
GetCommandManager()->RegisterCommandCallback("AddNodeGroup", mAddNodeGroupCallback);
GetCommandManager()->RegisterCommandCallback("RemoveNodeGroup", mRemoveNodeGroupCallback);
+3 -3
View File
@@ -28,10 +28,10 @@ namespace MCore
// constructor
Command::Command(const char* commandName, Command* originalCommand)
Command::Command(AZStd::string commandName, Command* originalCommand)
: mOrgCommand(originalCommand)
, mCommandName(AZStd::move(commandName))
{
mCommandName = commandName;
mOrgCommand = originalCommand;
}
+1 -1
View File
@@ -185,7 +185,7 @@ namespace MCore
* @param commandName The unique identifier for the command.
* @param originalCommand The original command, or nullptr when this is the original command.
*/
Command(const char* commandName, Command* originalCommand);
Command(AZStd::string commandName, Command* originalCommand);
/**
* Destructor.