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

284 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"
#include "WingVariables.h"
#include "WingBasics.h"
struct FEdGraphSchemaAction;
class UAnimationStateMachineGraph;
class UAnimStateNode;
class UAnimStateTransitionNode;
class IPropertyHandle;
class UScriptStruct;
class UEnum;
class IAssetEditorInstance;
struct FBPInterfaceDescription;
struct FWingProperty;
class IPropertyHandle;
#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:
////////////////////////////////////////////////////////
//
// GetFName
//
// Get the FName of anything that has an FName. This
// is here because having a consistent way to get the FName
// of something makes it possible to write search templates
// that work on any of these types.
//
////////////////////////////////////////////////////////
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 FWingProperty &Prop);
static FName GetFName(const FUserPinInfo &Pin) { return Pin.PinName; }
static FName GetFName(const TSharedPtr<FUserPinInfo> &Pin) { return Pin->PinName; }
static FName GetFName(const UWingComponentReference *Ref) { return Ref->VariableName; }
static FName GetFName(const UWidget *Widget) { return Widget->GetFName(); }
static FName GetFName(const WingVariables::Var &Var) { return Var.Name; }
////////////////////////////////////////////////////////
//
// When searching an array of structs, you want to
// return a pointer to one of the structs. When
// searching an array of pointers, you want to return
// one of the pointers. When searching an array of
// smart pointers, you want to return one of the smart
// pointers. The AsPointerLike helper below makes it
// easy for the search templates below to do that.
//
////////////////////////////////////////////////////////
template<class T> struct IsPointerLike : std::false_type {};
template<class T> struct IsPointerLike<T*> : std::true_type {};
template<class T> struct IsPointerLike<TSharedPtr<T>> : std::true_type {};
template<class T> struct IsPointerLike<TWeakObjectPtr<T>> : std::true_type {};
template<class T> struct IsPointerLike<TObjectPtr<T>> : std::true_type {};
template<class T> struct IsPointerLike<TStrongObjectPtr<T>> : std::true_type {};
template<class T>
static decltype(auto) AsPointerLike(T&& Elt)
{
if constexpr (IsPointerLike<std::remove_cvref_t<T>>::value)
{
return std::remove_cvref_t<T>(Elt);
}
else
{
return &Elt;
}
}
////////////////////////////////////////////////////////
//
// Search Templates. Search an array for an item with a
// given name. Works correctly no matter how a name is
// expressed: eg, "A+B" finds the same results as
// "A&plus;B". Handles failure cases correctly: two
// items with the same name, no such item, and malformed
// names. In case of failure, sends readable and
// informative error messages to the AI Agent.
//
// Try to direct all searching through these templates,
// given the amount of care that was put into ensuring
// their correctness and the quality of their error
// reporting.
//
////////////////////////////////////////////////////////
template<typename ArrayType>
static auto FindOneWithInternalID(FName InternalID, ArrayType &&Array, const TCHAR *Kind, WingOut Errors)
{
decltype(AsPointerLike(Array[0])) Result = nullptr;
int Count = 0;
for (auto &Elt : Array) if (GetFName(Elt) == InternalID) { Count++; Result = AsPointerLike(Elt); }
if (!CheckExactlyOneNamed(Count, Kind, InternalID, Errors)) Result = nullptr;
return Result;
}
template<typename ArrayType>
static auto FindOneWithExternalID(const FString &ExternalID, ArrayType &&Array, const TCHAR *Kind, WingOut Errors)
{
decltype(AsPointerLike(Array[0])) Result = nullptr;
FName InternalID = CheckInternalizeID(ExternalID, Errors);
if (!InternalID.IsNone()) Result = FindOneWithInternalID(InternalID, Array, Kind, Errors);
return Result;
}
static bool FindNoDuplicateName(TSet<FName> &Collection, FName InternalID, const TCHAR *Kind, WingOut Errors)
{
if (Collection.Contains(InternalID))
{ CheckExactlyOneNamed(2, Kind, InternalID, Errors); return false; }
Collection.Add(InternalID);
return true;
}
template<typename ArrayType>
static bool FindNoDuplicateNames(TSet<FName> &Collection, ArrayType &&Array, const TCHAR *Kind, WingOut Errors)
{
for (auto &Elt : Array)
if (!FindNoDuplicateName(Collection, GetFName(Elt), Kind, Errors)) return false;
return true;
}
////////////////////////////////////////////////////////
//
// Name Formatting
//
// Get the name of something, and format it for transmission
// to the AI Agent. These correctly handle all escaping and
// quoting.
//
////////////////////////////////////////////////////////
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(IPropertyHandle &Handle);
static FString FormatName(const TSharedPtr<IPropertyHandle> &Handle);
static FString FormatName(const FUserPinInfo &Pin);
static FString FormatName(const FBPInterfaceDescription &IFace);
static FString FormatName(const UWingComponentReference *Ref);
static FString FormatName(const UWidget *Widget);
////////////////////////////////////////////////////////
// static FString ExternalizeID(const FString& InternalID);
static FString ExternalizeID(FName Name);
static FName CheckInternalizeID(const FString &ExternalID, WingOut Errors);
////////////////////////////////////////////////////////
// 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.
////////////////////////////////////////////////////////
static FName CheckProposedName(const FString &Name, WingOut Errors);
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, WingOut Errors);
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, WingOut Errors)
{ int64 V; if (!StringToEnum(StaticEnum<T>(), Str, V, Errors)) 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);
static UObject *GetGeneratedCDO(UBlueprint *BP);
// ----- Editor helpers -----
static IAssetEditorInstance* CheckOpenEditorForAsset(UObject* Asset, WingOut Errors);
// ----- 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, WingOut Errors);
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, WingOut Errors);
static bool CheckExactlyOneNamed(int Count, const TCHAR *Kind, FName Name, WingOut Errors);
static bool CheckCanRename(UEdGraphNode* Node, const FString &Name, WingOut Errors);
static bool CheckNewObjectNotNull(UObject *Obj, const TCHAR *Kind, WingOut Errors);
};