Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/GameplayDebuggingHUDComponent.cpp
Billy Bramer 087e56e66a Merging using UE4-Fortnite-To-UE4 from CL 2261973
Includes the following engine-level changes (among others; biggest change is enabling world assets by default):

CL 2252857
added dynamic allocations for path finding, removed hardcoded limit of 128 polys in path corridor

CL 2256142
Added support for native arrays in JSON object converter.

- Permissive in treating arrays of size 1 and scalars as equivalent
- Excess elements in JSON are ignored. Serialization succeeds but a warning is logged

CL 2256073
Fixed a bug in ARecastNavMesh::BatchRaycast resulting in NaN hit locations

CL 2253797
#UE4 More aggressively setting RF_Public and RF_Standalone flags on maps and ensuring world names match package names. This is necessary because umaps are currently being managed outside of the content browser and it is causing a few issues. Also, packages containing maps now synthesize asset data when the package contains absolutely no asset data (probably because the UWorld in it was not RF_Public at the time it was saved due to a previous bug).

CL 2258142
#UE4 Added a GC during map load that reclaims memory allocated during load/init. This is needed to finish the load on low-memory devices in games that allocate more memory after load.

CL 2247003
Added homing to ProjectileMovementComponent

- Homing requires both a bool and a target component to be set, the strength is determined by a customizable variable
- Both homing and gravity are now applied in the new virtual function "CalculateAcceleration"

CL 2247249
Moved the homing modification to acceleration occur in a separate function specifically for homing

CL 2257043
- Guard net dormancy calls against executing on clients, based on thread with DaveR and JohnP; This particular case was the result of an intentionally client-authoritative actor calling the dormancy functions via inheritance

CL 2245629
#UE4 - fixed json TryGetNumber to round negatives appropriately

CL 2255312
#UE4 Enabling World Assets by default.

CL 2260956
Analytics ET now loads HTTP at StartupModule so the module will be available during ShutdownModule to flush events

CL 2245571
GenericTeamAgentInterface can now retrieve attitude of an agent towards a given actor #UE4

- Made PerceptionSystem's sight sense take advantage of that

CL 2246897
Fixed perception listeners not being removed from the PerceptionSystem on Owner's end play #UE4

- addresses TTP#343392

CL 2260634
added more debug data for NaN in crowd simulation

CL 2248387
Added possibility to debug multiple EQS queries with GameplayDebugger. #ue4
Fixed network replication from bandwidth point of view for data in GameplayDebugger. #ue4

CL 2253281
Added additional information to the visual logger for UBTCompositeNode::DoDecoratorsAllowExecution
- We now keep track of whether a decorator allows execution, in addition to the existing log for not allowing execution

CL 2255310
#UE4 The world browser module now listens to WorldAdded/WorldDestroyed events instead of WorldInit/WorldCleanup events. Worlds can be initialized without being the editor world and this handles that case.

CL 2258256
#UE4 Replacing the SOpenLevelDialog with a new generic SAssetDialog. This dialog will be used as a generic Open or Save As dialog for assets.

[CL 2266822 by Billy Bramer in Main branch]
2014-08-21 20:30:51 -04:00

811 lines
26 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
HUD.cpp: Heads up Display related functionality
=============================================================================*/
#include "GameplayDebuggerPrivate.h"
#include "Net/UnrealNetwork.h"
#include "GameplayDebuggingComponent.h"
#include "GameplayDebuggingHUDComponent.h"
#include "GameplayDebuggingControllerComponent.h"
#include "CanvasItem.h"
#include "AI/Navigation/NavigationSystem.h"
#include "Engine/Texture2D.h"
#include "Regex.h"
#include "DrawDebugHelpers.h"
#include "TimerManager.h" // Game play timers
#include "RenderUtils.h"
DEFINE_LOG_CATEGORY_STATIC(LogHUD, Log, All);
AGameplayDebuggingHUDComponent::AGameplayDebuggingHUDComponent(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
, EngineShowFlags(EShowFlagInitMode::ESFIM_Game)
{
World = NULL;
#if WITH_EDITOR
SetIsTemporarilyHiddenInEditor(true);
SetActorHiddenInGame(false);
#endif
#if WITH_EDITORONLY_DATA
bHiddenEdLevel = true;
bHiddenEdLayer = true;
bHiddenEd = true;
bEditable = false;
#endif
}
void AGameplayDebuggingHUDComponent::Render()
{
EngineShowFlags = Canvas && Canvas->SceneView && Canvas->SceneView->Family ? Canvas->SceneView->Family->EngineShowFlags : FEngineShowFlags(GIsEditor ? EShowFlagInitMode::ESFIM_Editor : EShowFlagInitMode::ESFIM_Game);
PrintAllData();
}
AGameplayDebuggingReplicator* AGameplayDebuggingHUDComponent::GetDebuggingReplicator()
{
if (CachedDebuggingReplicator.IsValid() && CachedDebuggingReplicator->GetLocalPlayerOwner() == PlayerOwner)
{
return CachedDebuggingReplicator.Get();
}
for (FActorIterator It(GetWorld()); It; ++It)
{
AActor* A = *It;
if (A && A->IsA(AGameplayDebuggingReplicator::StaticClass()) && !A->IsPendingKill())
{
AGameplayDebuggingReplicator* Replicator = Cast<AGameplayDebuggingReplicator>(A);
if (Replicator->GetLocalPlayerOwner() == PlayerOwner)
{
CachedDebuggingReplicator = Replicator;
return Replicator;
}
}
}
return NULL;
}
void AGameplayDebuggingHUDComponent::GetKeyboardDesc(TArray<FDebugCategoryView>& Categories)
{
Categories.Add(FDebugCategoryView(EAIDebugDrawDataView::NavMesh, "NavMesh")); // Num0
Categories.Add(FDebugCategoryView(EAIDebugDrawDataView::Basic, "Basic"));
Categories.Add(FDebugCategoryView(EAIDebugDrawDataView::BehaviorTree, "Behavior"));
Categories.Add(FDebugCategoryView(EAIDebugDrawDataView::EQS, "EQS"));
Categories.Add(FDebugCategoryView(EAIDebugDrawDataView::Perception, "Perception"));
}
void AGameplayDebuggingHUDComponent::PrintAllData()
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
DefaultContext = FPrintContext(GEngine->GetSmallFont(), Canvas, 20, 20);
DefaultContext.FontRenderInfo.bEnableShadow = true;
if (DefaultContext.Canvas != NULL)
{
float XL, YL;
const FString ToolName = FString::Printf(TEXT("Gameplay Debug Tool [Timestamp: %05.03f]"), GetWorld()->TimeSeconds);
CalulateStringSize(DefaultContext, DefaultContext.Font, ToolName, XL, YL);
PrintString(DefaultContext, FColorList::White, ToolName, DefaultContext.Canvas->ClipX / 2.0f - XL / 2.0f, 0);
}
const float MenuX = DefaultContext.CursorX;
const float MenuY = DefaultContext.CursorY;
UGameplayDebuggingComponent* DebugComponent = NULL;
if (GetDebuggingReplicator())
{
DebugComponent = GetDebuggingReplicator()->GetDebugComponent();
}
if (DebugComponent && DebugComponent->GetSelectedActor())
{
APlayerController* const MyPC = Cast<APlayerController>(PlayerOwner);
DrawDebugComponentData(MyPC, DebugComponent);
}
if (!EngineShowFlags.DebugAI)
{
DrawMenu(MenuX, MenuY, DebugComponent);
}
#endif
}
void AGameplayDebuggingHUDComponent::DrawMenu(const float X, const float Y, class UGameplayDebuggingComponent* DebugComponent)
{
const float OldX = DefaultContext.CursorX;
const float OldY = DefaultContext.CursorY;
if (DefaultContext.Canvas != NULL)
{
TArray<FDebugCategoryView> Categories;
GetKeyboardDesc(Categories);
UFont* OldFont = DefaultContext.Font;
DefaultContext.Font = GEngine->GetMediumFont();
TArray<float> CategoriesWidth;
CategoriesWidth.AddZeroed(Categories.Num());
float TotalWidth = 0.0f, MaxHeight = 0.0f;
FString HeaderDesc(TEXT("Tap [\"] to close, use Numpad to toggle categories"));
float HeaderWidth = 0.0f;
CalulateStringSize(DefaultContext, DefaultContext.Font, HeaderDesc, HeaderWidth, MaxHeight);
for (int32 i = 0; i < Categories.Num(); i++)
{
Categories[i].Desc = FString::Printf(TEXT("%d:%s "), i, *Categories[i].Desc);
float StrHeight = 0.0f;
CalulateStringSize(DefaultContext, DefaultContext.Font, Categories[i].Desc, CategoriesWidth[i], StrHeight);
TotalWidth += CategoriesWidth[i];
MaxHeight = FMath::Max(MaxHeight, StrHeight);
}
TotalWidth = FMath::Max(TotalWidth, HeaderWidth);
FCanvasTileItem TileItem(FVector2D(10, 10), GWhiteTexture, FVector2D(TotalWidth + 20, MaxHeight + 20), FColor(0, 0, 0, 20));
TileItem.BlendMode = SE_BLEND_Translucent;
DrawItem(DefaultContext, TileItem, 0, 0);
PrintString(DefaultContext, FColorList::LightBlue, HeaderDesc, 2, 2);
float XPos = 20.0f;
for (int32 i = 0; i < Categories.Num(); i++)
{
const bool bIsActive = GameplayDebuggerSettings(GetDebuggingReplicator()).CheckFlag(Categories[i].View) ? true : false;
const bool bIsDisabled = Categories[i].View == EAIDebugDrawDataView::NavMesh ? false : (DebugComponent && DebugComponent->GetSelectedActor() ? false: true);
PrintString(DefaultContext, bIsDisabled ? (bIsActive ? FColorList::DarkGreen : FColorList::LightGrey) : (bIsActive ? FColorList::Green : FColorList::White), Categories[i].Desc, XPos, 20);
XPos += CategoriesWidth[i];
}
DefaultContext.Font = OldFont;
}
if ((!DebugComponent || !DebugComponent->GetSelectedActor()) && GetWorld()->GetNetMode() == NM_Client)
{
PrintString(DefaultContext, "\n{red}No Pawn selected - waiting for data to replicate from server. {green}Press and hold \" to select Pawn \n");
}
DefaultContext.CursorX = OldX;
DefaultContext.CursorY = OldY;
}
void AGameplayDebuggingHUDComponent::DrawDebugComponentData(APlayerController* MyPC, class UGameplayDebuggingComponent *DebugComponent)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
AActor* SelectedActor = DebugComponent->GetSelectedActor();
const FVector ScreenLoc = SelectedActor ? ProjectLocation(DefaultContext, SelectedActor->GetActorLocation() + FVector(0.f, 0.f, SelectedActor->GetSimpleCollisionHalfHeight())) : FVector::ZeroVector;
OverHeadContext = FPrintContext(GEngine->GetSmallFont(), Canvas, ScreenLoc.X, ScreenLoc.Y);
FGameplayDebuggerSettings DebuggerSettings = GameplayDebuggerSettings(GetDebuggingReplicator());
if (DebuggerSettings.CheckFlag(EAIDebugDrawDataView::OverHead) || EngineShowFlags.DebugAI)
{
DrawOverHeadInformation(MyPC, DebugComponent);
}
if (DebuggerSettings.CheckFlag(EAIDebugDrawDataView::NavMesh))
{
DrawNavMeshSnapshot(MyPC, DebugComponent);
}
if (DebugComponent->GetSelectedActor() && DebugComponent->IsSelected())
{
if (DebuggerSettings.CheckFlag(EAIDebugDrawDataView::Basic) || EngineShowFlags.DebugAI)
{
DrawBasicData(MyPC, DebugComponent);
}
if (DebuggerSettings.CheckFlag(EAIDebugDrawDataView::BehaviorTree))
{
DrawBehaviorTreeData(MyPC, DebugComponent);
}
if (DebuggerSettings.CheckFlag(EAIDebugDrawDataView::EQS))
{
bool bEnabledEnvironmentQueryEd = true;
if (GConfig)
{
GConfig->GetBool(TEXT("EnvironmentQueryEd"), TEXT("EnableEnvironmentQueryEd"), bEnabledEnvironmentQueryEd, GEngineIni);
}
if (bEnabledEnvironmentQueryEd)
{
DrawEQSData(MyPC, DebugComponent);
}
}
if (DebuggerSettings.CheckFlag(EAIDebugDrawDataView::Perception) || EngineShowFlags.DebugAI)
{
DrawPerception(MyPC, DebugComponent);
}
DrawGameSpecificView(MyPC, DebugComponent);
}
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingHUDComponent::DrawPath(APlayerController* MyPC, class UGameplayDebuggingComponent *DebugComponent)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
static const FColor Grey(100,100,100);
const int32 NumPathVerts = DebugComponent->PathPoints.Num();
UWorld* World = GetWorld();
for (int32 VertIdx=0; VertIdx < NumPathVerts-1; ++VertIdx)
{
FVector const VertLoc = DebugComponent->PathPoints[VertIdx] + NavigationDebugDrawing::PathOffset;
DrawDebugSolidBox(World, VertLoc, NavigationDebugDrawing::PathNodeBoxExtent, Grey, false);
// draw line to next loc
FVector const NextVertLoc = DebugComponent->PathPoints[VertIdx+1] + NavigationDebugDrawing::PathOffset;
DrawDebugLine(World, VertLoc, NextVertLoc, Grey, false
, -1.f, 0
, NavigationDebugDrawing::PathLineThickness);
}
// draw last vert
if (NumPathVerts > 0)
{
DrawDebugBox(World, DebugComponent->PathPoints[NumPathVerts-1] + NavigationDebugDrawing::PathOffset, FVector(15.f), Grey, false);
}
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingHUDComponent::DrawOverHeadInformation(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
APawn* MyPawn = Cast<APawn>(DebugComponent->GetSelectedActor());
const FVector Loc3d = MyPawn ? MyPawn->GetActorLocation() + FVector(0.f, 0.f, MyPawn->GetSimpleCollisionHalfHeight()) : FVector::ZeroVector;
if (OverHeadContext.Canvas->SceneView == NULL || OverHeadContext.Canvas->SceneView->ViewFrustum.IntersectBox(Loc3d, FVector::ZeroVector) == false)
{
return;
}
const FVector ScreenLoc = OverHeadContext.Canvas->Project(Loc3d);
static const FVector2D FontScale(1.f, 1.f);
UFont* Font = GEngine->GetSmallFont();
float TextXL = 0.f;
float YL = 0.f;
FString ObjectName = FString::Printf( TEXT("{yellow}%s {white}(%s)"), *DebugComponent->ControllerName, *DebugComponent->PawnName);
CalulateStringSize(OverHeadContext, OverHeadContext.Font, ObjectName, TextXL, YL);
bool bDrawFullOverHead = DebugComponent->bIsSelectedForDebugging;
float IconXLocation = OverHeadContext.DefaultX;
float IconYLocation = OverHeadContext.DefaultY;
if (bDrawFullOverHead)
{
OverHeadContext.DefaultX -= (0.5f*TextXL*FontScale.X);
OverHeadContext.DefaultY -= (1.2f*YL*FontScale.Y);
IconYLocation = OverHeadContext.DefaultY;
OverHeadContext.CursorX = OverHeadContext.DefaultX;
OverHeadContext.CursorY = OverHeadContext.DefaultY;
}
if (DebugComponent->DebugIcon.Len() > 0 )
{
UTexture2D* RegularIcon = (UTexture2D*)StaticLoadObject(UTexture2D::StaticClass(), NULL, *DebugComponent->DebugIcon, NULL, LOAD_None, NULL);
if (RegularIcon)
{
FCanvasIcon Icon = UCanvas::MakeIcon(RegularIcon);
if (Icon.Texture)
{
const float DesiredIconSize = bDrawFullOverHead ? 32.f : 16.f;
DrawIcon(OverHeadContext, FColor::White, Icon, IconXLocation, IconYLocation - DesiredIconSize, DesiredIconSize / Icon.Texture->GetSurfaceWidth());
}
}
}
if (bDrawFullOverHead)
{
OverHeadContext.FontRenderInfo.bEnableShadow = bDrawFullOverHead;
PrintString(OverHeadContext, bDrawFullOverHead ? FColor::White : FColor(255, 255, 255, 128), FString::Printf(TEXT("%s\n"), *ObjectName));
OverHeadContext.FontRenderInfo.bEnableShadow = false;
}
APlayerController* const MyPC = Cast<APlayerController>(PlayerOwner);
UGameplayDebuggingControllerComponent* GDC = MyPC ? MyPC->FindComponentByClass<UGameplayDebuggingControllerComponent>() : NULL;
if (EngineShowFlags.DebugAI)
{
PrintString(OverHeadContext, FString::Printf(TEXT("{red}%s\n"), *DebugComponent->PathErrorString));
DrawPath(PC, DebugComponent);
}
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingHUDComponent::DrawBasicData(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
PrintString(DefaultContext, TEXT("\n{R=0,G=255,B=0,A=255}BASIC DATA\n"));
UFont* OldFont = DefaultContext.Font;
DefaultContext.Font = GEngine->GetMediumFont();
PrintString(DefaultContext, FString::Printf(TEXT("Controller Name: {yellow}%s\n"), *DebugComponent->ControllerName));
DefaultContext.Font = OldFont;
PrintString(DefaultContext, FString::Printf(TEXT("Pawn Name: {yellow}%s, {white}Pawn Class: {yellow}%s\n"), *DebugComponent->PawnName, *DebugComponent->PawnClass));
if (DebugComponent->PathErrorString.Len() > 0)
{
PrintString(DefaultContext, FString::Printf(TEXT("{red}%s\n"), *DebugComponent->PathErrorString));
}
if (DebugComponent->IsSelected())
{
DrawPath(PC, DebugComponent);
}
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingHUDComponent::DrawBehaviorTreeData(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
PrintString(DefaultContext, TEXT("\n{green}BEHAVIOR TREE\n"));
PrintString(DefaultContext, FString::Printf(TEXT("Brain Component: {yellow}%s\n"), *DebugComponent->BrainComponentName));
PrintString(DefaultContext, DebugComponent->BrainComponentString);
PrintString(DefaultContext, FColor::White, DebugComponent->BlackboardString, 600.0f, 40.0f);
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingHUDComponent::DrawEQSData(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) && WITH_EQS
PrintString(DefaultContext, TEXT("\n{green}EQS {white}[Use + key to switch query]\n"));
if (DebugComponent->AllEQSName.Num() == 0)
{
return;
}
if (!DebugComponent->AllEQSName.IsValidIndex(DebugComponent->CurrentEQSIndex))
{
return;
}
const FString SelecterEQSName = DebugComponent->AllEQSName[DebugComponent->CurrentEQSIndex];
PrintString(DefaultContext, TEXT("{white}Queries: "));
for (auto CurrentQueryName : DebugComponent->AllEQSName)
{
if (SelecterEQSName == CurrentQueryName)
{
PrintString(DefaultContext, FString::Printf(TEXT("{green}%s, "), *CurrentQueryName));
}
else
{
PrintString(DefaultContext, FString::Printf(TEXT("{yellow}%s, "), *CurrentQueryName));
}
}
PrintString(DefaultContext, TEXT("\n"));
auto& CurrentLocalData = DebugComponent->EQSLocalData[DebugComponent->CurrentEQSIndex];
if (CurrentLocalData.NumValidItems > 0)
{
PrintString(DefaultContext, FString::Printf(TEXT("{white}Timestamp: {yellow}%.3f (%.2fs ago)\n")
, CurrentLocalData.Timestamp, PC->GetWorld()->GetTimeSeconds() - CurrentLocalData.Timestamp
));
PrintString(DefaultContext, FString::Printf(TEXT("{white}Query ID: {yellow}%d\n")
, CurrentLocalData.Id
));
#if USE_EQS_DEBUGGER
// draw test weights for best X items
const int32 NumItems = CurrentLocalData.Items.Num();
const int32 NumTests = CurrentLocalData.Tests.Num();
const float RowHeight = 20.0f;
FCanvasTileItem TileItem(FVector2D(0, 0), GWhiteTexture, FVector2D(Canvas->SizeX, RowHeight), FLinearColor::Black);
FLinearColor ColorOdd(0, 0, 0, 0.6f);
FLinearColor ColorEven(0, 0, 0.4f, 0.4f);
TileItem.BlendMode = SE_BLEND_Translucent;
// table header
{
DefaultContext.CursorY += RowHeight;
const float HeaderY = DefaultContext.CursorY + 3.0f;
TileItem.SetColor(ColorOdd);
DrawItem(DefaultContext, TileItem, 0, DefaultContext.CursorY);
float HeaderX = DefaultContext.CursorX;
PrintString(DefaultContext, FColor::Yellow, FString::Printf(TEXT("Num items: %d"), CurrentLocalData.NumValidItems), HeaderX, HeaderY);
HeaderX += 200.0f;
PrintString(DefaultContext, FColor::White, TEXT("Score"), HeaderX, HeaderY);
HeaderX += 50.0f;
for (int32 TestIdx = 0; TestIdx < NumTests; TestIdx++)
{
PrintString(DefaultContext, FColor::White, FString::Printf(TEXT("Test %d"), TestIdx), HeaderX, HeaderY);
HeaderX += 100.0f;
}
DefaultContext.CursorY += RowHeight;
}
// valid items
for (int32 Idx = 0; Idx < NumItems; Idx++)
{
TileItem.SetColor((Idx % 2) ? ColorOdd : ColorEven);
DrawItem(DefaultContext, TileItem, 0, DefaultContext.CursorY);
DrawEQSItemDetails(Idx, DebugComponent);
DefaultContext.CursorY += RowHeight;
}
// test description
DefaultContext.CursorY += RowHeight;
for (int32 TestIdx = 0; TestIdx < NumTests; TestIdx++)
{
FString TestDesc = FString::Printf(TEXT("{white}Test %d = {yellow}%s {LightBlue}(%s)\n"), TestIdx,
*CurrentLocalData.Tests[TestIdx].ShortName,
*CurrentLocalData.Tests[TestIdx].Detailed);
PrintString(DefaultContext, TestDesc);
}
#endif //USE_EQS_DEBUGGER
}
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingHUDComponent::DrawEQSItemDetails(int32 ItemIdx, class UGameplayDebuggingComponent *DebugComponent)
{
#if USE_EQS_DEBUGGER && WITH_EQS
const float PosY = DefaultContext.CursorY + 1.0f;
float PosX = DefaultContext.CursorX;
auto& CurrentLocalData = DebugComponent->EQSLocalData[DebugComponent->CurrentEQSIndex];
const EQSDebug::FItemData& ItemData = CurrentLocalData.Items[ItemIdx];
PrintString(DefaultContext, FColor::White, ItemData.Desc, PosX, PosY);
PosX += 200.0f;
FString ScoreDesc = FString::Printf(TEXT("%.2f"), ItemData.TotalScore);
PrintString(DefaultContext, FColor::Yellow, ScoreDesc, PosX, PosY);
PosX += 50.0f;
FCanvasTileItem ActiveTileItem(FVector2D(0, PosY + 15.0f), GWhiteTexture, FVector2D(0, 2.0f), FLinearColor::Yellow);
FCanvasTileItem BackTileItem(FVector2D(0, PosY + 15.0f), GWhiteTexture, FVector2D(0, 2.0f), FLinearColor(0.1f, 0.1f, 0.1f));
const float BarWidth = 80.0f;
const int32 NumTests = ItemData.TestScores.Num();
float TotalWeightedScore = 0.0f;
for (int32 Idx = 0; Idx < NumTests; Idx++)
{
TotalWeightedScore += ItemData.TestScores[Idx];
}
for (int32 Idx = 0; Idx < NumTests; Idx++)
{
const float ScoreW = ItemData.TestScores[Idx];
const float ScoreN = ItemData.TestValues[Idx];
FString DescScoreW = FString::Printf(TEXT("%.2f"), ScoreW);
FString DescScoreN = (ScoreN == UEnvQueryTypes::SkippedItemValue) ? TEXT("SKIP") : FString::Printf(TEXT("%.2f"), ScoreN);
FString TestDesc = DescScoreW + FString(" {LightBlue}") + DescScoreN;
float Pct = (TotalWeightedScore > KINDA_SMALL_NUMBER) ? (ScoreW / TotalWeightedScore) : 0.0f;
ActiveTileItem.Position.X = PosX;
ActiveTileItem.Size.X = BarWidth * Pct;
BackTileItem.Position.X = PosX + ActiveTileItem.Size.X;
BackTileItem.Size.X = FMath::Max(BarWidth * (1.0f - Pct), 0.0f);
DrawItem(DefaultContext, ActiveTileItem, ActiveTileItem.Position.X, ActiveTileItem.Position.Y);
DrawItem(DefaultContext, BackTileItem, BackTileItem.Position.X, BackTileItem.Position.Y);
PrintString(DefaultContext, FColor::Green, TestDesc, PosX, PosY);
PosX += 100.0f;
}
#endif
}
void AGameplayDebuggingHUDComponent::DrawPerception(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent)
{
}
void AGameplayDebuggingHUDComponent::DrawNavMeshSnapshot(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (DebugComponent && DebugComponent->NavmeshRepData.Num())
{
float TimeLeft = 0.0f;
UGameplayDebuggingControllerComponent* GDC = PC ? PC->FindComponentByClass<UGameplayDebuggingControllerComponent>() : NULL;
if (GDC)
{
TimeLeft = GetWorldTimerManager().GetTimerRemaining(GDC, &UGameplayDebuggingControllerComponent::UpdateNavMeshTimer);
}
FString NextUpdateDesc;
if (TimeLeft > 0.0f)
{
NextUpdateDesc = FString::Printf(TEXT(", next update: {yellow}%.1fs"), TimeLeft);
}
PrintString(DefaultContext, FString::Printf(TEXT("\n\n{green}Showing NavMesh (%.1fkB)%s\n"),
DebugComponent->NavmeshRepData.Num() / 1024.0f, *NextUpdateDesc));
}
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
//////////////////////////////////////////////////////////////////////////
void AGameplayDebuggingHUDComponent::PrintString(FPrintContext& Context, const FString& InString )
{
class FParserHelper
{
enum TokenType
{
OpenTag,
CloseTag,
NewLine,
EndOfString,
RegularChar,
};
enum Tag
{
DefinedColor,
OtherColor,
ErrorTag,
};
uint8 ReadToken()
{
uint8 OutToken = RegularChar;
TCHAR ch = Index < DataString.Len() ? DataString[Index] : '\0';
switch(ch)
{
case '\0':
OutToken = EndOfString;
break;
case '{':
OutToken = OpenTag;
Index++;
break;
case '}':
OutToken = CloseTag;
Index++;
break;
case '\n':
OutToken = NewLine;
Index++;
break;
default:
OutToken = RegularChar;
break;
}
return OutToken;
}
uint32 ParseTag( FString& OutData )
{
FString TagString;
int32 OryginalIndex = Index;
uint8 token = ReadToken();
while (token != EndOfString && token != CloseTag)
{
if (token == RegularChar)
{
TagString.AppendChar(DataString[Index++]);
}
token = ReadToken();
}
int OutTag = ErrorTag;
if (token != CloseTag)
{
Index = OryginalIndex;
OutData = FString::Printf( TEXT("{%s"), *TagString);
OutData.AppendChar(DataString[Index-1]);
return OutTag;
}
if (GColorList.IsValidColorName(*TagString.ToLower()))
{
OutTag = DefinedColor;
OutData = TagString;
}
else
{
FColor Color;
if (Color.InitFromString(TagString))
{
OutTag = OtherColor;
OutData = TagString;
}
else
{
OutTag = ErrorTag;
OutData = FString::Printf( TEXT("{%s"), *TagString);
OutData.AppendChar(DataString[Index-1]);
}
}
//Index++;
return OutTag;
}
struct StringNode
{
FString String;
FColor Color;
bool bNewLine;
StringNode() : Color(FColor::White), bNewLine(false) {}
};
int32 Index;
FString DataString;
public:
TArray<StringNode> Strings;
void ParseString(const FString& StringToParse)
{
Index = 0;
DataString = StringToParse;
Strings.Add(StringNode());
if (Index >= DataString.Len())
return;
uint8 Token = ReadToken();
while (Token != EndOfString)
{
switch (Token)
{
case RegularChar:
Strings[Strings.Num()-1].String.AppendChar( DataString[Index++] );
break;
case NewLine:
Strings.Add(StringNode());
Strings[Strings.Num()-1].bNewLine = true;
Strings[Strings.Num()-1].Color = Strings[Strings.Num()-2].Color;
break;
case EndOfString:
break;
case OpenTag:
{
FString OutData;
switch (ParseTag(OutData))
{
case DefinedColor:
{
int32 i = Strings.Add(StringNode());
Strings[i].Color = GColorList.GetFColorByName(*OutData.ToLower());
}
break;
case OtherColor:
{
FColor NewColor;
if (NewColor.InitFromString( OutData ))
{
int32 i = Strings.Add(StringNode());
Strings[i].Color = NewColor;
break;
}
}
default:
Strings[Strings.Num()-1].String += OutData;
break;
}
}
break;
}
Token = ReadToken();
}
}
};
FParserHelper Helper;
Helper.ParseString( InString );
float YMovement = 0;
float XL = 0.f, YL = 0.f;
CalulateStringSize(Context, Context.Font, TEXT("X"), XL, YL);
for (int32 Index=0; Index < Helper.Strings.Num(); ++Index)
{
if (Index > 0 && Helper.Strings[Index].bNewLine)
{
if (Context.Canvas != NULL && YMovement + Context.CursorY > Context.Canvas->ClipY)
{
Context.DefaultX += Context.Canvas->ClipX / 2;
Context.CursorX = Context.DefaultX;
Context.CursorY = Context.DefaultY;
YMovement = 0;
}
YMovement += YL;
Context.CursorX = Context.DefaultX;
}
const FString Str = Helper.Strings[Index].String;
if (Str.Len() > 0 && Context.Canvas != NULL)
{
float SizeX, SizeY;
CalulateStringSize(Context, Context.Font, Str, SizeX, SizeY);
FCanvasTextItem TextItem( FVector2D::ZeroVector, FText::FromString(Str), Context.Font, FLinearColor::White );
if (Context.FontRenderInfo.bEnableShadow)
{
TextItem.EnableShadow( FColor::Black, FVector2D( 1, 1 ) );
}
TextItem.SetColor(Helper.Strings[Index].Color);
DrawItem( Context, TextItem, Context.CursorX, YMovement + Context.CursorY );
Context.CursorX += SizeX;
}
}
Context.CursorY += YMovement;
}
void AGameplayDebuggingHUDComponent::PrintString(FPrintContext& Context, const FColor& InColor, const FString& InString )
{
PrintString( Context, FString::Printf(TEXT("{%s}%s"), *InColor.ToString(), *InString));
}
void AGameplayDebuggingHUDComponent::PrintString(FPrintContext& Context, const FColor& InColor, const FString& InString, float X, float Y )
{
const float OldX = Context.CursorX, OldY = Context.CursorY;
const float OldDX = Context.DefaultX, OldDY = Context.DefaultY;
Context.DefaultX = Context.CursorX = X;
Context.DefaultY = Context.CursorY = Y;
PrintString(Context, InColor, InString);
Context.CursorX = OldX;
Context.CursorY = OldY;
Context.DefaultX = OldDX;
Context.DefaultY = OldDY;
}
void AGameplayDebuggingHUDComponent::CalulateStringSize(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, UFont* Font, const FString& InString, float& OutX, float& OutY )
{
FString String = InString;
const FRegexPattern ElementRegexPattern(TEXT("\\{.*?\\}"));
FRegexMatcher ElementRegexMatcher(ElementRegexPattern, String);
while (ElementRegexMatcher.FindNext())
{
int32 AttributeListBegin = ElementRegexMatcher.GetCaptureGroupBeginning(0);
int32 AttributeListEnd = ElementRegexMatcher.GetCaptureGroupEnding(0);
String.RemoveAt(AttributeListBegin, AttributeListEnd - AttributeListBegin);
ElementRegexMatcher = FRegexMatcher(ElementRegexPattern, String);
}
OutX = OutY = 0;
if (DefaultContext.Canvas != NULL)
{
DefaultContext.Canvas->StrLen(Font != NULL ? Font : DefaultContext.Font, String, OutX, OutY);
}
}
void AGameplayDebuggingHUDComponent::CalulateTextSize(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, UFont* Font, const FText& InText, float& OutX, float& OutY)
{
CalulateStringSize(DefaultContext, Font, InText.ToString(), OutX, OutY);
}
FVector AGameplayDebuggingHUDComponent::ProjectLocation(const AGameplayDebuggingHUDComponent::FPrintContext& Context, const FVector& Location)
{
if (Context.Canvas != NULL)
{
return Context.Canvas->Project(Location);
}
return FVector();
}
void AGameplayDebuggingHUDComponent::DrawItem(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, class FCanvasItem& Item, float X, float Y )
{
if(DefaultContext.Canvas)
{
DefaultContext.Canvas->DrawItem( Item, FVector2D( X, Y ) );
}
}
void AGameplayDebuggingHUDComponent::DrawIcon(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, const FColor& InColor, const FCanvasIcon& Icon, float X, float Y, float Scale)
{
if(DefaultContext.Canvas)
{
DefaultContext.Canvas->SetDrawColor(InColor);
DefaultContext.Canvas->DrawIcon(Icon, X, Y, Scale);
}
}