You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
190 lines
5.4 KiB
C++
190 lines
5.4 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "GameplayDebuggerRenderingComponent.h"
|
|
#include "GameplayDebuggerCategoryReplicator.h"
|
|
#include "GameplayDebuggerCategory.h"
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// FGameplayDebuggerCompositeSceneProxy
|
|
|
|
class FGameplayDebuggerCompositeSceneProxy : public FDebugRenderSceneProxy
|
|
{
|
|
friend class FGameplayDebuggerDebugDrawDelegateHelper;
|
|
public:
|
|
FGameplayDebuggerCompositeSceneProxy(const UPrimitiveComponent* InComponent) : FDebugRenderSceneProxy(InComponent) { }
|
|
|
|
virtual ~FGameplayDebuggerCompositeSceneProxy()
|
|
{
|
|
for (int32 Idx = 0; Idx < ChildProxies.Num(); Idx++)
|
|
{
|
|
delete ChildProxies[Idx];
|
|
}
|
|
}
|
|
|
|
virtual void DrawStaticElements(FStaticPrimitiveDrawInterface* PDI) override
|
|
{
|
|
for (int32 Idx = 0; Idx < ChildProxies.Num(); Idx++)
|
|
{
|
|
ChildProxies[Idx]->DrawStaticElements(PDI);
|
|
}
|
|
}
|
|
|
|
virtual void GetDynamicMeshElements(const TArray<const FSceneView*>& Views, const FSceneViewFamily& ViewFamily, uint32 VisibilityMap, FMeshElementCollector& Collector) const override
|
|
{
|
|
for (int32 Idx = 0; Idx < ChildProxies.Num(); Idx++)
|
|
{
|
|
ChildProxies[Idx]->GetDynamicMeshElements(Views, ViewFamily, VisibilityMap, Collector);
|
|
}
|
|
}
|
|
|
|
virtual FPrimitiveViewRelevance GetViewRelevance(const FSceneView* View) const override
|
|
{
|
|
FPrimitiveViewRelevance Result;
|
|
for (int32 Idx = 0; Idx < ChildProxies.Num(); Idx++)
|
|
{
|
|
Result |= ChildProxies[Idx]->GetViewRelevance(View);
|
|
}
|
|
return Result;
|
|
}
|
|
|
|
virtual uint32 GetMemoryFootprint(void) const override
|
|
{
|
|
return sizeof(*this) + GetAllocatedSize();
|
|
}
|
|
|
|
uint32 GetAllocatedSize(void) const
|
|
{
|
|
uint32 Size = ChildProxies.GetAllocatedSize();
|
|
for (int32 Idx = 0; Idx < ChildProxies.Num(); Idx++)
|
|
{
|
|
Size += ChildProxies[Idx]->GetMemoryFootprint();
|
|
}
|
|
|
|
return Size;
|
|
}
|
|
|
|
void AddChild(FDebugRenderSceneProxy* NewChild)
|
|
{
|
|
ChildProxies.AddUnique(NewChild);
|
|
}
|
|
|
|
void AddRange(TArray<FDebugRenderSceneProxy*> Children)
|
|
{
|
|
ChildProxies.Append(Children);
|
|
}
|
|
|
|
protected:
|
|
TArray<FDebugRenderSceneProxy*> ChildProxies;
|
|
};
|
|
|
|
void FGameplayDebuggerDebugDrawDelegateHelper::RegisterDebugDrawDelgate()
|
|
{
|
|
ensureMsgf(State != RegisteredState, TEXT("RegisterDebugDrawDelgate is already Registered!"));
|
|
if (State == InitializedState)
|
|
{
|
|
for (int32 Idx = 0; Idx < DebugDrawDelegateHelpers.Num(); Idx++)
|
|
{
|
|
DebugDrawDelegateHelpers[Idx]->RegisterDebugDrawDelgate();
|
|
}
|
|
State = RegisteredState;
|
|
}
|
|
}
|
|
|
|
void FGameplayDebuggerDebugDrawDelegateHelper::UnregisterDebugDrawDelgate()
|
|
{
|
|
ensureMsgf(State != InitializedState, TEXT("UnegisterDebugDrawDelgate is in an invalid State: %i !"), State);
|
|
if (State == RegisteredState)
|
|
{
|
|
for (int32 Idx = 0; Idx < DebugDrawDelegateHelpers.Num(); Idx++)
|
|
{
|
|
DebugDrawDelegateHelpers[Idx]->UnregisterDebugDrawDelgate();
|
|
}
|
|
State = InitializedState;
|
|
}
|
|
}
|
|
|
|
void FGameplayDebuggerDebugDrawDelegateHelper::Reset()
|
|
{
|
|
for (int32 Idx = 0; Idx < DebugDrawDelegateHelpers.Num(); Idx++)
|
|
{
|
|
delete DebugDrawDelegateHelpers[Idx];
|
|
}
|
|
DebugDrawDelegateHelpers.Reset();
|
|
}
|
|
|
|
void FGameplayDebuggerDebugDrawDelegateHelper::AddDelegateHelper(FDebugDrawDelegateHelper* InDebugDrawDelegateHelper)
|
|
{
|
|
check(InDebugDrawDelegateHelper);
|
|
DebugDrawDelegateHelpers.Add(InDebugDrawDelegateHelper);
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
// UGameplayDebuggerRenderingComponent
|
|
|
|
UGameplayDebuggerRenderingComponent::UGameplayDebuggerRenderingComponent(const FObjectInitializer& ObjInitializer) : Super(ObjInitializer)
|
|
{
|
|
}
|
|
|
|
FPrimitiveSceneProxy* UGameplayDebuggerRenderingComponent::CreateSceneProxy()
|
|
{
|
|
GameplayDebuggerDebugDrawDelegateHelper.Reset();
|
|
|
|
FGameplayDebuggerCompositeSceneProxy* CompositeProxy = nullptr;
|
|
|
|
AGameplayDebuggerCategoryReplicator* OwnerReplicator = Cast<AGameplayDebuggerCategoryReplicator>(GetOwner());
|
|
if (OwnerReplicator && OwnerReplicator->IsEnabled())
|
|
{
|
|
TArray<FDebugRenderSceneProxy*> SceneProxies;
|
|
for (int32 Idx = 0; Idx < OwnerReplicator->GetNumCategories(); Idx++)
|
|
{
|
|
TSharedRef<FGameplayDebuggerCategory> Category = OwnerReplicator->GetCategory(Idx);
|
|
if (Category->IsCategoryEnabled())
|
|
{
|
|
FDebugDrawDelegateHelper* DebugDrawDelegateHelper = nullptr;
|
|
FDebugRenderSceneProxy* CategorySceneProxy = Category->CreateDebugSceneProxy(this, DebugDrawDelegateHelper);
|
|
if (CategorySceneProxy)
|
|
{
|
|
SceneProxies.Add(CategorySceneProxy);
|
|
}
|
|
|
|
if (DebugDrawDelegateHelper)
|
|
{
|
|
GameplayDebuggerDebugDrawDelegateHelper.AddDelegateHelper(DebugDrawDelegateHelper);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (SceneProxies.Num())
|
|
{
|
|
CompositeProxy = new FGameplayDebuggerCompositeSceneProxy(this);
|
|
CompositeProxy->AddRange(SceneProxies);
|
|
}
|
|
}
|
|
|
|
if (CompositeProxy)
|
|
{
|
|
GameplayDebuggerDebugDrawDelegateHelper.InitDelegateHelper(CompositeProxy);
|
|
GameplayDebuggerDebugDrawDelegateHelper.ReregisterDebugDrawDelgate();
|
|
}
|
|
return CompositeProxy;
|
|
}
|
|
|
|
FBoxSphereBounds UGameplayDebuggerRenderingComponent::CalcBounds(const FTransform &LocalToWorld) const
|
|
{
|
|
return FBoxSphereBounds(FBox::BuildAABB(FVector::ZeroVector, FVector(1000000.0f, 1000000.0f, 1000000.0f)));
|
|
}
|
|
|
|
void UGameplayDebuggerRenderingComponent::CreateRenderState_Concurrent()
|
|
{
|
|
Super::CreateRenderState_Concurrent();
|
|
|
|
GameplayDebuggerDebugDrawDelegateHelper.RegisterDebugDrawDelgate();
|
|
}
|
|
|
|
void UGameplayDebuggerRenderingComponent::DestroyRenderState_Concurrent()
|
|
{
|
|
GameplayDebuggerDebugDrawDelegateHelper.UnregisterDebugDrawDelgate();
|
|
|
|
Super::DestroyRenderState_Concurrent();
|
|
}
|