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integration/Plugins/UEWingman/Source/UEWingman/Public/WingUtils.h

294 lines
12 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "Dom/JsonObject.h"
#include "EdGraph/EdGraph.h"
#include "EdGraph/EdGraphPin.h"
#include "Materials/MaterialInstanceConstant.h"
#include "Materials/MaterialExpression.h"
#include "MaterialTypes.h"
#include "Components/ActorComponent.h"
#include "Engine/SCS_Node.h"
#include "Engine/MemberReference.h"
#include "Engine/Blueprint.h"
#include "K2Node_EditablePinBase.h"
#include "Components/Widget.h"
#include "WingActorComponent.h"
struct FEdGraphSchemaAction;
class UAnimationStateMachineGraph;
class UAnimStateNode;
class UAnimStateTransitionNode;
class UScriptStruct;
class UEnum;
struct FBPInterfaceDescription;
#include "Engine/World.h"
#include "Materials/Material.h"
#include "Engine/StaticMesh.h"
#include "Engine/SkeletalMesh.h"
#include "Animation/AnimSequence.h"
#include "Animation/BlendSpace.h"
#include "Engine/Texture.h"
#include "Materials/MaterialFunction.h"
// Stateless utility functions used by MCP handlers and the MCP server.
// This is effectively a namespace — all methods are static.
class WingUtils
{
public:
// Given an array and a reference to an element of the array, return
// a pointer to the element, or if the element is already a pointer, the element.
template<class T> static const T* EltAsPtr(const TArray<T> &A, const T &Elt) { return &Elt; }
template<class T> static T* EltAsPtr(TArray<T> &A, T &Elt) { return &Elt; }
template<class T> static T* EltAsPtr(const TArray<T*> &A, T* &Elt) { return Elt; }
template<class T> static T* EltAsPtr(TArray<T*> &A, T* &Elt) { return Elt; }
template<class T> static const T* EltAsPtr(const TArray<const T*> &A, const T* &Elt) { return Elt; }
template<class T> static const T* EltAsPtr(TArray<const T*> &A, const T* &Elt) { return Elt; }
////////////////////////////////////////////////////////
//
// GetFName
//
// For objects whose FormatName uses ExternalizeID,
// GetFName returns the raw internal FName.
//
////////////////////////////////////////////////////////
static FName GetFName(const UActorComponent *C) { return C->GetFName(); }
static FName GetFName(const UEdGraph *Graph) { return Graph->GetFName(); }
static FName GetFName(const TObjectPtr<UEdGraph> &Graph) { return Graph->GetFName(); }
static FName GetFName(const UEdGraphNode* Node) { return Node->GetFName(); }
static FName GetFName(const UEdGraphPin *Pin) { return Pin->GetFName(); }
static FName GetFName(const FMemberReference &Ref) { return Ref.GetMemberName(); }
static FName GetFName(const FBPVariableDescription &Var) { return Var.VarName; }
static FName GetFName(const UMaterialExpression *Expression) { return Expression->GetFName(); }
static FName GetFName(const FProperty *Prop) { return Prop->GetFName(); }
static FName GetFName(const FUserPinInfo &Pin) { return Pin.PinName; }
static FName GetFName(const UWingComponentReference *Ref) { return Ref->VariableName; }
static FName GetFName(const UWidget *Widget) { return Widget->GetFName(); }
template<typename ArrayType>
static auto FindOneWithInternalID(FName InternalID, ArrayType &Array, const TCHAR *Kind)
{
decltype(EltAsPtr(Array, Array[0])) Result = nullptr;
int Count = 0;
for (auto &Elt : Array) if (GetFName(Elt) == InternalID) { Count++; Result = EltAsPtr(Array, Elt); }
if (!CheckExactlyOneNamed(Count, Kind, InternalID)) Result = nullptr;
return Result;
}
template<typename ArrayType>
static auto FindOneWithExternalID(const FString &ExternalID, ArrayType &Array, const TCHAR *Kind)
{
decltype(EltAsPtr(Array, Array[0])) Result = nullptr;
FName InternalID = CheckInternalizeID(ExternalID);
if (!InternalID.IsNone()) Result = FindOneWithInternalID(InternalID, Array, Kind);
return Result;
}
template<typename ArrayType>
static bool FindNoneWithInternalID(FName InternalID, ArrayType &Array, const TCHAR *Kind)
{
for (auto &Elt : Array) if (GetFName(Elt) == InternalID)
return CheckExactlyNoneNamed(1, Kind, InternalID);
return true;
}
template<typename ArrayType>
static bool FindNoneWithExternalID(const FString &ExternalID, ArrayType &Array, const TCHAR *Kind)
{
FName InternalID = CheckInternalizeID(ExternalID);
if (InternalID.IsNone()) return false;
return FindNoneWithInternalID(InternalID, Array, Kind);
}
////////////////////////////////////////////////////////
//
// GetPathName
//
// For objects whose FormatName returns a path name,
// GetPathName returns the raw path.
//
////////////////////////////////////////////////////////
static FString GetPathName(const UWorld *World) { return World->GetPathName(); }
static FString GetPathName(const UMaterial *Material) { return Material->GetPathName(); }
static FString GetPathName(const UMaterialInstance *MI) { return MI->GetPathName(); }
static FString GetPathName(const UMaterialFunction *MF) { return MF->GetPathName(); }
static FString GetPathName(const UStaticMesh *Mesh) { return Mesh->GetPathName(); }
static FString GetPathName(const USkeletalMesh *Mesh) { return Mesh->GetPathName(); }
static FString GetPathName(const UAnimSequence *Anim) { return Anim->GetPathName(); }
static FString GetPathName(const UTexture *Texture) { return Texture->GetPathName(); }
////////////////////////////////////////////////////////
//
// Name Formatting
//
// The goal here is to centralize the code that outputs
// names, and have everybody use it, so that names are
// used consistently. When an identifier is output by
// FormatName, it's always an ExternalID.
//
////////////////////////////////////////////////////////
static FString FormatName(const UWorld *World);
static FString FormatName(const UBlueprint *BP);
static FString FormatName(const UActorComponent *C);
static FString FormatName(const USCS_Node *Node);
static FString FormatName(const UEdGraph *Graph);
static FString FormatName(const TObjectPtr<UEdGraph> &Graph);
static FString FormatName(const UEdGraphNode* Node);
static FString FormatName(const UEdGraphPin *Pin);
static FString FormatName(const FMemberReference &Ref);
static FString FormatName(const FBPVariableDescription &Var);
static FString FormatName(const UStruct *Struct);
static FString FormatName(const UClass *Class);
static FString FormatName(const UMaterial *Material);
static FString FormatName(const UMaterialInstance *MaterialInstance);
static FString FormatName(const UMaterialFunction *MaterialFunction);
static FString FormatName(const UMaterialExpression *Expression);
static FString FormatName(const UStaticMesh *Mesh);
static FString FormatName(const USkeletalMesh *Mesh);
static FString FormatName(const UAnimSequence *Anim);
static FString FormatName(const UBlendSpace *BlendSpace);
static FString FormatName(const UTexture *Texture);
static FString FormatName(const UScriptStruct *Struct);
static FString FormatName(const UEnum *Enum);
static FString FormatName(const FProperty *Prop);
static FString FormatName(const FUserPinInfo &Pin);
static FString FormatName(const FBPInterfaceDescription &IFace);
static FString FormatName(const UWingComponentReference *Ref);
static FString FormatName(const UWidget *Widget);
////////////////////////////////////////////////////////
// Identifies
//
// Return true if the name matches the formatted name
// of the object, using the formatname routines above.
////////////////////////////////////////////////////////
template<typename T>
static bool Identifies(const FString &ExternalID, T&& Obj)
{
return FormatName(std::forward<T>(Obj)).Equals(ExternalID, ESearchCase::IgnoreCase);
}
////////////////////////////////////////////////////////
template<typename T>
static T* FindExactlyOneNamed(const FString &Name, const TArray<T*> &Array, const TCHAR *Kind)
{
int Count = 0;
T* Result = nullptr;
for (T* Elt : Array) if (Identifies(Name, Elt)) { Count++; Result = Elt; }
if (!CheckExactlyOneNamed(Count, Kind, Name)) return nullptr;
return Result;
}
template<typename T, typename = std::enable_if_t<!std::is_pointer_v<T>>>
static T* FindExactlyOneNamed(const FString &Name, TArray<T> &Array, const TCHAR *Kind)
{
int Count = 0;
T* Result = nullptr;
for (T& Elt : Array) if (Identifies(Name, Elt)) { Count++; Result = &Elt; }
if (!CheckExactlyOneNamed(Count, Kind, Name)) return nullptr;
return Result;
}
template<typename T>
static bool FindExactlyNoneNamed(const FString &Name, const TArray<T> &Array, const TCHAR *Kind)
{
for (const T& Elt: Array) if (Identifies(Name, Elt))
{
return CheckExactlyNoneNamed(1, Kind, Name);
}
return true;
}
////////////////////////////////////////////////////////
static FString ExternalizeID(const FString& InternalID);
static FString ExternalizeID(FName Name);
static FName CheckInternalizeID(const FString &ExternalID);
////////////////////////////////////////////////////////
// In Unreal, Menu items tend to be an unpredictable
// mix of CamelCase without spaces, and with spaces.
// In order to make it so that the LLM doesn't have to remember
// which ones have spaces and which ones don't, we standardize
// them all to camelcase without spaces.
////////////////////////////////////////////////////////
static FString StandardizeMenuItem(const FString &Item);
////////////////////////////////////////////////////////
// This routine is used when the LLM is proposing a new
// name in order to create a new graph, new node, or
// something like that. This verifies that the name is
// a valid external ID, it converts it to an internal ID,
// and it also verifies that it's a readable internal ID.
// If anything goes wrong, it prints an error and returns
// empty string.
////////////////////////////////////////////////////////
[[nodiscard]] static FString CheckProposedName(const FString &Name);
static FString FormatNodeTitle(const UEdGraphNode *Node);
// ----- Enum helpers -----
static FString EnumToString(UEnum* Enum, int64 Value);
static bool StringToEnum(UEnum* Enum, const FString& Str, int64& OutValue);
template<typename T>
static FString EnumToString(TEnumAsByte<T> Value)
{ return EnumToString(StaticEnum<T>(), (int64)Value); }
template<typename T>
static FString EnumToString(T Value)
{ return EnumToString(StaticEnum<T>(), (int64)Value); }
template<typename T>
static bool StringToEnum(const FString& Str, T& OutValue)
{ int64 V; if (!StringToEnum(StaticEnum<T>(), Str, V)) return false; OutValue = (T)V; return true; }
// ----- Blueprint helpers -----
static TArray<UEdGraph*> AllGraphs(UBlueprint* BP);
static TArray<UEdGraphNode*> AllNodes(UBlueprint* BP);
static TArray<UEdGraphNode*> AllNodes(UEdGraph *Graph);
static TArray<UBlueprint*> GetAncestorBlueprints(UBlueprint *BP, bool OldestFirst = false);
// ----- Material helpers -----
static void EnsureMaterialGraph(UMaterial* Material);
// If the material editor has a transient preview copy of this material,
// return that copy (which is what the editor is actually working on).
// Otherwise return the original.
static UMaterial* ReplaceMaterialWithTransientCopy(UMaterial* Material);
// ----- Anim blueprint helpers -----
static UAnimationStateMachineGraph* FindStateMachineGraph(UBlueprint* BP, const FString& GraphName);
static UAnimStateNode* FindStateByName(UAnimationStateMachineGraph* SMGraph, const FString& StateName);
static UAnimStateTransitionNode* FindTransition(UAnimationStateMachineGraph* SMGraph, const FString& FromStateName, const FString& ToStateName);
// ----- Text formatting -----
static FString WrapText(const FString& Text, int32 ColLimit, const FString& Prefix);
// ----- Handler discovery -----
static TArray<UClass*> CollectHandlerClasses();
static FString GetHandlerName(UClass* HandlerClass);
static FString GetHandlerGroup(UClass* HandlerClass);
// ----- Reparent validation -----
static bool CanReparentBlueprint(UClass* CurrentGenerated, UClass* Proposed);
// ----- Common Error Reporting -----
static bool CheckExactlyOneNamed(int Count, const TCHAR *Kind, const FString &Name);
static bool CheckExactlyOneNamed(int Count, const TCHAR *Kind, FName Name);
static bool CheckExactlyNoneNamed(int Count, const TCHAR *Kind, const FString &Name);
static bool CheckExactlyNoneNamed(int Count, const TCHAR *Kind, FName Name);
static bool CheckCanRename(UEdGraphNode* Node, const FString &Name);
};