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UnrealEngineUWP/Engine/Source/Developer/LogVisualizer/Private/VisualLoggerRenderingComponent.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
[DebugDrawDelegateHelper] rollback of delegate unregistration issue previous fix and implemented a different approach for cases where proxy is not created: In some code paths for loaded actors the call order might be different since primitive registration gets deferred (i.e. FRegisterComponentContext != nullptr). Case 1 (normal flow): FRegisterComponentContext == nullptr > UPrimitiveComponent::CreateRenderState_Concurrent : calls CreateSceneProxy > RegisterDebugDrawDelegate > UnregisterDebugDrawDelegate ==> works fine Case 2 (deferred AddPrimitive): FRegisterComponentContext != nullptr > UPrimitiveComponent::CreateRenderState_Concurrent : defers CreateSceneProxy > RegisterDebugDrawDelegate (skip register since not init) > CreateSceneProxy > UnregisterDebugDrawDelegate ==> ensures in UnregisterDebugDrawDelegate With this new version `CreateRenderState_Concurrent` calls `RequestRegisterDebugDrawDelegate` that will take care of registering the delegate immediately or mark it for deferred execution. An explicit call to `ProcessDeferredRegister` is then required from `CreateSceneProxy` to implement proper flow: Case 2 (fixed) (deferred AddPrimitive + deferred Register): FRegisterComponentContext != nullptr > UPrimitiveComponent::CreateRenderState_Concurrent: defers CreateSceneProxy > RequestRegisterDebugDrawDelegate: defers RegisterDebugDrawDelegate > CreateSceneProxy: calls ProcessDeferredRegister & RegisterDebugDrawDelegate > UnregisterDebugDrawDelegate ==> works fine Bonus: - New DebugDrawComponent abstract class that is now used to share common functionalities between existing debug related components. Takes care of DelegateHelper registration flow to render text on screen from different sources. - FDebugDrawDelegateHelper::InitDelegateHelper is no longer virtual and derived classes requiring extra data from their associated scene proxy should set it up from their overriden CreateSceneProxy - FDebugDrawDelegateHelper derived classes should not override RegisterDebugDrawDelegate/UnregisterDebugDrawDelegate to use their `DrawDebugLabels` method since this is already a virtual method that would get called from the base class. - Fixed a few ViewFlag members in the SceneProxy so the DelegateHelper base class can behave as expected #jira FORT-419154 #rb mieszko.zielinski #robomerge FnMain #preflight 61703f8766ed7f0001c0faf1 [CL 17875336 by Yoan StAmant in ue5-main branch]
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#include "Debug/DebugDrawComponent.h"
#include "VisualLoggerRenderingComponent.generated.h"
/**
[DebugDrawDelegateHelper] rollback of delegate unregistration issue previous fix and implemented a different approach for cases where proxy is not created: In some code paths for loaded actors the call order might be different since primitive registration gets deferred (i.e. FRegisterComponentContext != nullptr). Case 1 (normal flow): FRegisterComponentContext == nullptr > UPrimitiveComponent::CreateRenderState_Concurrent : calls CreateSceneProxy > RegisterDebugDrawDelegate > UnregisterDebugDrawDelegate ==> works fine Case 2 (deferred AddPrimitive): FRegisterComponentContext != nullptr > UPrimitiveComponent::CreateRenderState_Concurrent : defers CreateSceneProxy > RegisterDebugDrawDelegate (skip register since not init) > CreateSceneProxy > UnregisterDebugDrawDelegate ==> ensures in UnregisterDebugDrawDelegate With this new version `CreateRenderState_Concurrent` calls `RequestRegisterDebugDrawDelegate` that will take care of registering the delegate immediately or mark it for deferred execution. An explicit call to `ProcessDeferredRegister` is then required from `CreateSceneProxy` to implement proper flow: Case 2 (fixed) (deferred AddPrimitive + deferred Register): FRegisterComponentContext != nullptr > UPrimitiveComponent::CreateRenderState_Concurrent: defers CreateSceneProxy > RequestRegisterDebugDrawDelegate: defers RegisterDebugDrawDelegate > CreateSceneProxy: calls ProcessDeferredRegister & RegisterDebugDrawDelegate > UnregisterDebugDrawDelegate ==> works fine Bonus: - New DebugDrawComponent abstract class that is now used to share common functionalities between existing debug related components. Takes care of DelegateHelper registration flow to render text on screen from different sources. - FDebugDrawDelegateHelper::InitDelegateHelper is no longer virtual and derived classes requiring extra data from their associated scene proxy should set it up from their overriden CreateSceneProxy - FDebugDrawDelegateHelper derived classes should not override RegisterDebugDrawDelegate/UnregisterDebugDrawDelegate to use their `DrawDebugLabels` method since this is already a virtual method that would get called from the base class. - Fixed a few ViewFlag members in the SceneProxy so the DelegateHelper base class can behave as expected #jira FORT-419154 #rb mieszko.zielinski #robomerge FnMain #preflight 61703f8766ed7f0001c0faf1 [CL 17875336 by Yoan StAmant in ue5-main branch]
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* Primitive component used to draw visual logger data on level
*/
UCLASS(ClassGroup = Debug)
class UVisualLoggerRenderingComponent : public UDebugDrawComponent
{
public:
GENERATED_UCLASS_BODY()
[DebugDrawDelegateHelper] rollback of delegate unregistration issue previous fix and implemented a different approach for cases where proxy is not created: In some code paths for loaded actors the call order might be different since primitive registration gets deferred (i.e. FRegisterComponentContext != nullptr). Case 1 (normal flow): FRegisterComponentContext == nullptr > UPrimitiveComponent::CreateRenderState_Concurrent : calls CreateSceneProxy > RegisterDebugDrawDelegate > UnregisterDebugDrawDelegate ==> works fine Case 2 (deferred AddPrimitive): FRegisterComponentContext != nullptr > UPrimitiveComponent::CreateRenderState_Concurrent : defers CreateSceneProxy > RegisterDebugDrawDelegate (skip register since not init) > CreateSceneProxy > UnregisterDebugDrawDelegate ==> ensures in UnregisterDebugDrawDelegate With this new version `CreateRenderState_Concurrent` calls `RequestRegisterDebugDrawDelegate` that will take care of registering the delegate immediately or mark it for deferred execution. An explicit call to `ProcessDeferredRegister` is then required from `CreateSceneProxy` to implement proper flow: Case 2 (fixed) (deferred AddPrimitive + deferred Register): FRegisterComponentContext != nullptr > UPrimitiveComponent::CreateRenderState_Concurrent: defers CreateSceneProxy > RequestRegisterDebugDrawDelegate: defers RegisterDebugDrawDelegate > CreateSceneProxy: calls ProcessDeferredRegister & RegisterDebugDrawDelegate > UnregisterDebugDrawDelegate ==> works fine Bonus: - New DebugDrawComponent abstract class that is now used to share common functionalities between existing debug related components. Takes care of DelegateHelper registration flow to render text on screen from different sources. - FDebugDrawDelegateHelper::InitDelegateHelper is no longer virtual and derived classes requiring extra data from their associated scene proxy should set it up from their overriden CreateSceneProxy - FDebugDrawDelegateHelper derived classes should not override RegisterDebugDrawDelegate/UnregisterDebugDrawDelegate to use their `DrawDebugLabels` method since this is already a virtual method that would get called from the base class. - Fixed a few ViewFlag members in the SceneProxy so the DelegateHelper base class can behave as expected #jira FORT-419154 #rb mieszko.zielinski #robomerge FnMain #preflight 61703f8766ed7f0001c0faf1 [CL 17875336 by Yoan StAmant in ue5-main branch]
2021-10-20 13:20:46 -04:00
virtual FDebugRenderSceneProxy* CreateDebugSceneProxy() override;
virtual FBoxSphereBounds CalcBounds(const FTransform &LocalToWorld) const override;
};