Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/GameplayDebuggingHUDComponent.cpp
Marc Audy 3c0e962858 Copying //UE4/Dev-Frame to //UE4/Main
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2775736 on 2015/11/20 by Richard.Hinckley

	Fix for Paper2D issue with repeated imports in one edutor session. Paper2D import process now creates a new importer at the end. This prevents the sprite sheet import process from leaving frame data around, causing subsequent imports (including imports of different sprite sheets) to include this data inappropriately.

	#codereview michael.noland

Change 2776352 on 2015/11/20 by Zak.Middleton

	#ue4 - Avoid useless DetachFromParent() for the same pending AttachParent during registration. Added missing UpdateOverlaps() when detaching from object simulating physics.

	#rb Marc.Audy, Ori.Cohen
	#codereview James.Golding

Change 2776401 on 2015/11/20 by Mieszko.Zielinski

	Implemented a way to do batched points projection to navmesh, where every point can declare a custom projection box #UE4

	The biggest advantage here is that projection box is independent from projected point - no more manual offsetting of projected point to achieve "100uu up and 500uu down"-like functionality

	#jira UE-23705
	#rb Lukasz.Furman

Change 2777450 on 2015/11/23 by Martin.Wilson

	Bake additive data into animations during cooking to avoid doing additive calculations and extra pose extraction and blending at runtime

	#rb Thomas.Sarkanen

Change 2777698 on 2015/11/23 by Mieszko.Zielinski

	Gameplay debugging tools fixes #UE4

	Fixes:
	- made newly added logs respect Log Visualizer's filters
	- added handling of invalid data when trying to draw EGameplayDebuggerShapeElement::Cylinder in AGameplayDebuggingHUDComponent::DrawPerception. This is a patch, root cause to be found.
	- fixed Log Visualizer resetting it's data while trying to serialize invalid objects. This is a patch, root cause to be addressed.

	In addition
	- while at it removed bunch of 'auto' and 'class' keywords from the files I've touched

	#rb Lukasz.Furman

Change 2777762 on 2015/11/23 by Mieszko.Zielinski

	Removed BlackboardComponent's functionality deprecated since 4.7 #UE4

	#rb Lukasz.Furman

Change 2777839 on 2015/11/23 by Zak.Middleton

	#ue4 - Wrap all vector library calls to math functions through our FMath versions, so they benefit from fixes or improvements therein. Added Exp2() function.

	#rb Laurent.Delayen

Change 2777840 on 2015/11/23 by Zak.Middleton

	#ue4 - Fix up uses of library math functions to go through our FMath namespace.

	#rb Laurent.Delayen

Change 2778287 on 2015/11/23 by Stan.Melax

	deprecation of  FCollisionQueryParams(bool)

	See 2774707 description for the whole story

	#OR-9936

	#codereview marc.audy

	Changes to kite will have to be in a separate check-in

	I couldn't submit to all files from the framework branch   addition fixes have their files are shelved in cl 2778299

Change 2778507 on 2015/11/23 by Marc.Audy

	Eliminate spurious cook warnings for known missing packages
	#rb Michael.Noland

Change 2778546 on 2015/11/23 by Aaron.McLeran

	Moving occlusion feature settings from audio component to sound attenuation settings struct.

	- Sound attenuation setting struct is used for all sounds that do 3d spatialization so it make sense for the occlusion feature settings to be there.
	- Kept old low-pass frequency filter setting values on audio component (where HighFrequencyAttenuation used to be)

	#rb Zak.Middleton

Change 2778664 on 2015/11/23 by Zak.Middleton

	#ue4 - Clarify some comparison functions (IsZero, IsNearlyZero, Equals) in FRotator to explain that they compare as orientations, not other interpretations such as rotational speed, winding, etc.

	#rb Aaron.Mcleran
	#codereview Frank.Gigliotti

Change 2779335 on 2015/11/24 by Mieszko.Zielinski

	Another VisualLog patch to avoid crashing due to a core bug that remains to be investigated #UE4

	Again, the core bug here is related visual log trying to serialize invalid objects on a regular basis.

	#rb Lukasz.Furman

Change 2779338 on 2015/11/24 by Benn.Gallagher

	Fixed crash in Persona when focus is taken from a different window
	#jira UE-22516
	#rb Ben.Cosh

Change 2779375 on 2015/11/24 by Benn.Gallagher

	Fix for deadlock in destructibles. Aquiring actor buffer without releasing causes an infinite wait on next aquire.
	#rb Ori.Cohen

Change 2779753 on 2015/11/24 by Zak.Middleton

	#ue4 - FMath::Atan2() no longer calls atan2f() because of some compiler or library bugs causing it to randomly return NaN for valid input. It now uses a high-precision minimax approximation instead, measured to be 2x faster than the stock C version.

	#rb Brian.Karis

Change 2779853 on 2015/11/24 by Marc.Audy
2015-12-02 16:42:06 -05:00

1082 lines
37 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
HUD.cpp: Heads up Display related functionality
=============================================================================*/
#include "GameplayDebuggerPrivate.h"
#include "GameplayDebuggerSettings.h"
#include "Net/UnrealNetwork.h"
#include "GameplayDebuggingComponent.h"
#include "GameplayDebuggingHUDComponent.h"
#include "GameplayDebuggingControllerComponent.h"
#include "CanvasItem.h"
#include "AI/Navigation/NavigationSystem.h"
#include "AITypes.h"
#include "AISystem.h"
#include "GenericTeamAgentInterface.h"
#include "AIController.h"
#include "EnvironmentQuery/EnvQueryTypes.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 FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
, EngineShowFlags(EShowFlagInitMode::ESFIM_Game)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
World = NULL;
SetTickableWhenPaused(true);
# if WITH_EDITORONLY_DATA
SetIsTemporarilyHiddenInEditor(true);
SetActorHiddenInGame(false);
bHiddenEdLevel = true;
bHiddenEdLayer = true;
bHiddenEd = true;
bEditable = false;
# endif
#endif
ItemDescriptionWidth = 312.f; // 200.0f;
ItemScoreWidth = 50.0f;
TestScoreWidth = 100.0f;
}
void AGameplayDebuggingHUDComponent::Render()
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
EngineShowFlags = Canvas && Canvas->SceneView && Canvas->SceneView->Family ? Canvas->SceneView->Family->EngineShowFlags : FEngineShowFlags(GIsEditor ? EShowFlagInitMode::ESFIM_Editor : EShowFlagInitMode::ESFIM_Game);
PrintAllData();
#endif
}
AGameplayDebuggingReplicator* AGameplayDebuggingHUDComponent::GetDebuggingReplicator()
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (CachedDebuggingReplicator.IsValid() && CachedDebuggingReplicator->GetLocalPlayerOwner() == PlayerOwner)
{
return CachedDebuggingReplicator.Get();
}
for (TActorIterator<AGameplayDebuggingReplicator> It(GetWorld()); It; ++It)
{
AGameplayDebuggingReplicator* Replicator = *It;
if (!Replicator->IsPendingKill() && Replicator->GetLocalPlayerOwner() == PlayerOwner)
{
CachedDebuggingReplicator = Replicator;
return Replicator;
}
}
#endif
return NULL;
}
void AGameplayDebuggingHUDComponent::GetKeyboardDesc(TArray<FDebugCategoryView>& Categories)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
Categories.Add(FDebugCategoryView(EAIDebugDrawDataView::NavMesh, TEXT("NavMesh")));
Categories.Add(FDebugCategoryView(EAIDebugDrawDataView::Basic, TEXT("Basic")));
Categories.Add(FDebugCategoryView(EAIDebugDrawDataView::BehaviorTree, TEXT("BehaviorTree")));
Categories.Add(FDebugCategoryView(EAIDebugDrawDataView::EQS, TEXT("EQS")));
Categories.Add(FDebugCategoryView(EAIDebugDrawDataView::Perception, TEXT("Perception")));
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingHUDComponent::PrintAllData()
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
// Allow child hud components to position the displayed info
DefaultContext = FPrintContext(GEngine->GetSmallFont(), Canvas, DebugInfoStartX, DebugInfoStartY);
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)
{
APlayerController* const MyPC = Cast<APlayerController>(PlayerOwner);
DrawDebugComponentData(MyPC, DebugComponent);
}
if (DefaultContext.Canvas && DefaultContext.Canvas->SceneView && DefaultContext.Canvas->SceneView->Family && DefaultContext.Canvas->SceneView->Family->EngineShowFlags.Game)
{
DrawMenu(MenuX, MenuY, DebugComponent);
}
#endif
}
void AGameplayDebuggingHUDComponent::DrawMenu(const float X, const float Y, class UGameplayDebuggingComponent* DebugComponent)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
const float OldX = DefaultContext.CursorX;
const float OldY = DefaultContext.CursorY;
UGameplayDebuggingControllerComponent* GDC = GetDebuggingReplicator()->FindComponentByClass<UGameplayDebuggingControllerComponent>();
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 ActivationKeyDisplayName = TEXT("'");
FString ActivationKeyName = TEXT("Apostrophe");
APlayerController* const MyPC = Cast<APlayerController>(PlayerOwner);
if (GDC)
{
ActivationKeyDisplayName = GDC->GetActivationKey().Key.GetDisplayName().ToString();
ActivationKeyName = GDC->GetActivationKey().Key.GetFName().ToString();
}
const FString KeyDesc = ActivationKeyName != ActivationKeyDisplayName ? FString::Printf(TEXT("(%s key)"), *ActivationKeyName) : TEXT("");
FString HeaderDesc = FString::Printf(TEXT("Tap %s %s to close, use Numpad numbers to toggle categories"), *ActivationKeyDisplayName, *KeyDesc);
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);
}
{
static FString KeyShortcut = GDC->DebugCameraBind.GetInputText().ToString();
const int32 DebugCameraIndex = Categories.Add(FDebugCategoryView());
CategoriesWidth.AddZeroed(1);
Categories[DebugCameraIndex].Desc = FString::Printf(TEXT(" %s[%s]: %s "), GDC && GDC->GetDebugCameraController().IsValid() ? TEXT("{Green}") : TEXT("{White}"), *KeyShortcut, TEXT("Debug Camera"));
float StrHeight = 0.0f;
CalulateStringSize(DefaultContext, DefaultContext.Font, Categories[DebugCameraIndex].Desc, CategoriesWidth[DebugCameraIndex], StrHeight);
TotalWidth += CategoriesWidth[DebugCameraIndex];
MaxHeight = FMath::Max(MaxHeight, StrHeight);
}
{
static FString KeyShortcut = GDC->OnScreenDebugMessagesBind.GetInputText().ToString();
const int32 DebugCameraIndex = Categories.Add(FDebugCategoryView());
CategoriesWidth.AddZeroed(1);
Categories[DebugCameraIndex].Desc = FString::Printf(TEXT(" %s[%s]: %s "), GEngine && GEngine->bEnableOnScreenDebugMessages ? TEXT("{Green}") : TEXT("{White}"), *KeyShortcut, TEXT("DebugMessages"));
float StrHeight = 0.0f;
CalulateStringSize(DefaultContext, DefaultContext.Font, Categories[DebugCameraIndex].Desc, CategoriesWidth[DebugCameraIndex], StrHeight);
TotalWidth += CategoriesWidth[DebugCameraIndex];
MaxHeight = FMath::Max(MaxHeight, StrHeight);
}
{
static FString KeyShortcut = GDC->GameHUDBind.GetInputText().ToString();
const AHUD* GameHUD = MyPC ? MyPC->GetHUD() : NULL;
const int32 DebugCameraIndex = Categories.Add(FDebugCategoryView());
CategoriesWidth.AddZeroed(1);
Categories[DebugCameraIndex].Desc = FString::Printf(TEXT(" %s[%s]: %s "), GameHUD && GameHUD->bShowHUD ? TEXT("{Green}") : TEXT("{White}"), *KeyShortcut, TEXT("GameHUD"));
float StrHeight = 0.0f;
CalulateStringSize(DefaultContext, DefaultContext.Font, Categories[DebugCameraIndex].Desc, CategoriesWidth[DebugCameraIndex], StrHeight);
TotalWidth += CategoriesWidth[DebugCameraIndex];
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, MenuStartX, MenuStartY);
PrintString(DefaultContext, FColorList::LightBlue, HeaderDesc, MenuStartX + 2.f, MenuStartY + 2.f);
float XPos = MenuStartX + 20.f;
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, MenuStartY + MaxHeight + 2.f);
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");
}
if (GDC && GDC->GetDebugCameraController().IsValid())
{
ADebugCameraController* DebugCamController = GDC->GetDebugCameraController().Get();
if (DebugCamController != NULL)
{
FVector const CamLoc = DebugCamController->PlayerCameraManager->GetCameraLocation();
FRotator const CamRot = DebugCamController->PlayerCameraManager->GetCameraRotation();
FString HitString;
FCollisionQueryParams TraceParams(NAME_None, true, this);
FHitResult Hit;
bool bHit = GetWorld()->LineTraceSingleByChannel(Hit, CamLoc, CamRot.Vector() * 100000.f + CamLoc, ECC_Pawn, TraceParams);
if (bHit && Hit.GetActor() != nullptr)
{
HitString = FString::Printf(TEXT("{white}Under cursor: {yellow}'%s'"), *Hit.GetActor()->GetName());
DrawDebugLine(GetWorld(), Hit.Location, Hit.Location + Hit.Normal*30.f, FColor::White);
}
else
{
HitString = FString::Printf(TEXT("Not actor under cursor"));
}
PrintString(DefaultContext, FColor::White, HitString, MenuStartX, MenuStartY + 40);
}
}
DefaultContext.CursorX = OldX;
DefaultContext.CursorY = OldY;
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingHUDComponent::DrawDebugComponentData(APlayerController* MyPC, class UGameplayDebuggingComponent *DebugComponent)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
AActor* SelectedActor = DebugComponent->GetSelectedActor();
const bool bDrawFullData = GetDebuggingReplicator()->GetSelectedActorToDebug() == SelectedActor;
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);
//DefaultContext.CursorY += 20;
BlackboardFinishY = 0.0f;
FGameplayDebuggerSettings DebuggerSettings = GameplayDebuggerSettings(GetDebuggingReplicator());
bool bForceOverhead = false;
#if !WITH_EDITOR
bForceOverhead = bDrawFullData;
#endif
if (DebuggerSettings.CheckFlag(EAIDebugDrawDataView::OverHead) || bForceOverhead)
{
DrawOverHeadInformation(MyPC, DebugComponent);
}
if (DebuggerSettings.CheckFlag(EAIDebugDrawDataView::NavMesh))
{
DrawNavMeshSnapshot(MyPC, DebugComponent);
}
if (SelectedActor && bDrawFullData)
{
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);
static const FColor PathColor(192,192,192);
const int32 NumPathVerts = DebugComponent->PathPoints.Num();
UWorld* DrawWorld = GetWorld();
for (int32 VertIdx=0; VertIdx < NumPathVerts-1; ++VertIdx)
{
FVector const VertLoc = DebugComponent->PathPoints[VertIdx] + NavigationDebugDrawing::PathOffset;
DrawDebugSolidBox(DrawWorld, VertLoc, NavigationDebugDrawing::PathNodeBoxExtent, VertIdx < int32(DebugComponent->NextPathPointIndex) ? Grey : PathColor, false);
// draw line to next loc
FVector const NextVertLoc = DebugComponent->PathPoints[VertIdx+1] + NavigationDebugDrawing::PathOffset;
DrawDebugLine(DrawWorld, VertLoc, NextVertLoc, VertIdx < int32(DebugComponent->NextPathPointIndex) ? Grey : PathColor, false
, -1.f, 0
, NavigationDebugDrawing::PathLineThickness);
}
// draw last vert
if (NumPathVerts > 0)
{
DrawDebugBox(DrawWorld, 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 = GetDebuggingReplicator()->GetSelectedActorToDebug() == MyPawn;
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_NoWarn | LOAD_Quiet, 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;
}
if (EngineShowFlags.DebugAI)
{
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));
// movement
if (DebugComponent->bIsUsingCharacter)
{
PrintString(DefaultContext, FString::Printf(TEXT("Movement Mode: {yellow}%s{white}, Base: {yellow}%s\n"), *DebugComponent->MovementModeInfo, *DebugComponent->MovementBaseInfo));
PrintString(DefaultContext, FString::Printf(TEXT("NavData: {yellow}%s{white}, Path following: {yellow}%s\n"), *DebugComponent->NavDataInfo, *DebugComponent->PathFollowingInfo));
}
// logic
if (DebugComponent->bIsUsingBehaviorTree)
{
PrintString(DefaultContext, FString::Printf(TEXT("Behavior: {yellow}%s{white}, Tree: {yellow}%s\n"), *DebugComponent->CurrentAIState, *DebugComponent->CurrentAIAssets));
PrintString(DefaultContext, FString::Printf(TEXT("Active task: {yellow}%s\n"), *DebugComponent->CurrentAITask));
}
// ability + animation
if (DebugComponent->bIsUsingAbilities && DebugComponent->bIsUsingCharacter)
{
PrintString(DefaultContext, FString::Printf(TEXT("Ability: {yellow}%s{white}, Montage: {yellow}%s\n"), *DebugComponent->AbilityInfo, *DebugComponent->MontageInfo));
}
else if (DebugComponent->bIsUsingCharacter)
{
PrintString(DefaultContext, FString::Printf(TEXT("Montage: {yellow}%s\n"), *DebugComponent->MontageInfo));
}
else if (DebugComponent->bIsUsingAbilities)
{
PrintString(DefaultContext, FString::Printf(TEXT("Ability: {yellow}%s\n"), *DebugComponent->AbilityInfo));
}
// putting gameplay tasks' stuff last since it can expand heavily
PrintString(DefaultContext, FString::Printf(TEXT("GameplayTasks:\n{yellow}%s\n"), *DebugComponent->GameplayTasksState));
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, DebugInfoStartY);
BlackboardFinishY = DefaultContext.CursorY;
#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->EQSLocalData.Num() == 0)
{
return;
}
const int32 EQSIndex = DebugComponent->EQSLocalData.Num() > 0 ? FMath::Clamp(DebugComponent->CurrentEQSIndex, 0, DebugComponent->EQSLocalData.Num() - 1) : INDEX_NONE;
if (!DebugComponent->EQSLocalData.IsValidIndex(EQSIndex))
{
return;
}
{
int32 Index = 0;
PrintString(DefaultContext, TEXT("{white}Queries: "));
for (auto CurrentQuery : DebugComponent->EQSLocalData)
{
if (EQSIndex == Index)
{
PrintString(DefaultContext, FString::Printf(TEXT("{green}%s, "), *CurrentQuery.Name));
}
else
{
PrintString(DefaultContext, FString::Printf(TEXT("{yellow}%s, "), *CurrentQuery.Name));
}
Index++;
}
PrintString(DefaultContext, TEXT("\n"));
}
auto& CurrentLocalData = DebugComponent->EQSLocalData[EQSIndex];
/** find and draw item selection */
int32 BestItemIndex = INDEX_NONE;
{
APlayerController* const MyPC = Cast<APlayerController>(PlayerOwner);
FVector CamLocation;
FVector FireDir;
if (!MyPC->GetSpectatorPawn())
{
FRotator CamRotation;
MyPC->GetPlayerViewPoint(CamLocation, CamRotation);
FireDir = CamRotation.Vector();
}
else
{
FireDir = DefaultContext.Canvas->SceneView->GetViewDirection();
CamLocation = DefaultContext.Canvas->SceneView->ViewMatrices.ViewOrigin;
}
float bestAim = 0;
for (int32 Index = 0; Index < CurrentLocalData.RenderDebugHelpers.Num(); ++Index)
{
auto& CurrentItem = CurrentLocalData.RenderDebugHelpers[Index];
const FVector AimDir = CurrentItem.Location - CamLocation;
float FireDist = AimDir.SizeSquared();
FireDist = FMath::Sqrt(FireDist);
float newAim = FireDir | AimDir;
newAim = newAim / FireDist;
if (newAim > bestAim)
{
BestItemIndex = Index;
bestAim = newAim;
}
}
if (BestItemIndex != INDEX_NONE)
{
DrawDebugSphere(World, CurrentLocalData.RenderDebugHelpers[BestItemIndex].Location, CurrentLocalData.RenderDebugHelpers[BestItemIndex].Radius, 8, FColor::Red, false);
int32 FailedTestIndex = CurrentLocalData.RenderDebugHelpers[BestItemIndex].FailedTestIndex;
if (FailedTestIndex != INDEX_NONE)
{
PrintString(DefaultContext, FString::Printf(TEXT("{red}Selected item failed with test %d: {yellow}%s {LightBlue}(%s)\n")
, FailedTestIndex
, *CurrentLocalData.Tests[FailedTestIndex].ShortName
, *CurrentLocalData.Tests[FailedTestIndex].Detailed
));
PrintString(DefaultContext, FString::Printf(TEXT("{white}'%s' with score %3.3f\n\n"), *CurrentLocalData.RenderDebugHelpers[BestItemIndex].AdditionalInformation, CurrentLocalData.RenderDebugHelpers[BestItemIndex].FailedScore));
}
}
}
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
));
PrintString(DefaultContext, FString::Printf(TEXT("{white}Query contains %d options: "), CurrentLocalData.Options.Num()));
for (int32 OptionIndex = 0; OptionIndex < CurrentLocalData.Options.Num(); ++OptionIndex)
{
if (OptionIndex == CurrentLocalData.UsedOption)
{
PrintString(DefaultContext, FString::Printf(TEXT("{green}%s, "), *CurrentLocalData.Options[OptionIndex]));
}
else
{
PrintString(DefaultContext, FString::Printf(TEXT("{yellow}%s, "), *CurrentLocalData.Options[OptionIndex]));
}
}
PrintString(DefaultContext, TEXT("\n"));
const float RowHeight = 20.0f;
const int32 NumTests = CurrentLocalData.Tests.Num();
if (CurrentLocalData.NumValidItems > 0 && GetDebuggingReplicator()->EnableEQSOnHUD )
{
// draw test weights for best X items
const int32 NumItems = CurrentLocalData.Items.Num();
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 += ItemDescriptionWidth;
PrintString(DefaultContext, FColor::White, TEXT("Score"), HeaderX, HeaderY);
HeaderX += ItemScoreWidth;
for (int32 TestIdx = 0; TestIdx < NumTests; TestIdx++)
{
PrintString(DefaultContext, FColor::White, FString::Printf(TEXT("Test %d"), TestIdx), HeaderX, HeaderY);
HeaderX += TestScoreWidth;
}
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;
}
DefaultContext.CursorY += RowHeight;
}
// test description
PrintString(DefaultContext, TEXT("All tests from used option:\n"));
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 //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingHUDComponent::DrawEQSItemDetails(int32 ItemIdx, class UGameplayDebuggingComponent *DebugComponent)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) && WITH_EQS
const float PosY = DefaultContext.CursorY + 1.0f;
float PosX = DefaultContext.CursorX;
const int32 EQSIndex = DebugComponent->EQSLocalData.Num() > 0 ? FMath::Clamp(DebugComponent->CurrentEQSIndex, 0, DebugComponent->EQSLocalData.Num() - 1) : INDEX_NONE;
auto& CurrentLocalData = DebugComponent->EQSLocalData[EQSIndex];
const EQSDebug::FItemData& ItemData = CurrentLocalData.Items[ItemIdx];
PrintString(DefaultContext, FColor::White, ItemData.Desc, PosX, PosY);
PosX += ItemDescriptionWidth;
FString ScoreDesc = FString::Printf(TEXT("%.2f"), ItemData.TotalScore);
PrintString(DefaultContext, FColor::Yellow, ScoreDesc, PosX, PosY);
PosX += ItemScoreWidth;
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 += TestScoreWidth;
}
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST) && WITH_EQS
}
void AGameplayDebuggingHUDComponent::DrawPerception(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (!DebugComponent)
{
return;
}
PrintString(DefaultContext, FColor::Green, TEXT("\nPERCEPTION COMPONENT\n"));
PrintString(DefaultContext, FString::Printf(TEXT("Draw Colors:")));
PrintString(DefaultContext, *DebugComponent->PerceptionLegend);
PrintString(DefaultContext, FString::Printf(TEXT("\nDistance Sensor-PlayerPawn: %.1f\n"), DebugComponent->DistanceFromSensor));
PrintString(DefaultContext, FString::Printf(TEXT("Distance Pawn-PlayerPawn: %.1f\n"), DebugComponent->DistanceFromPlayer));
float VerticalLabelOffset = 0.f;
for (const FGameplayDebuggerShapeElement& Shape : DebugComponent->PerceptionShapeElements)
{
switch (Shape.GetType())
{
case EGameplayDebuggerShapeElement::String:
{
const FVector& Loc = Shape.Points[0];
const FVector ScreenLoc = DefaultContext.Canvas->Project(Loc);
PrintString(DefaultContext, Shape.GetFColor(), Shape.Description, ScreenLoc.X, ScreenLoc.Y + VerticalLabelOffset);
VerticalLabelOffset += 17;
}
break;
case EGameplayDebuggerShapeElement::Segment:
{
DrawDebugLine(World, Shape.Points[0], Shape.Points[1], Shape.GetFColor());
}
break;
case EGameplayDebuggerShapeElement::SinglePoint:
{
DrawDebugSphere(World, Shape.Points[0], Shape.ThicknesOrRadius, 16, Shape.GetFColor());
}
break;
case EGameplayDebuggerShapeElement::Cylinder:
{
static const float DefaultCylinderHeight = 50.f;
const FVector EndLocation = ensure(Shape.Points.Num() > 1) ? Shape.Points[1] : (Shape.Points[0] + FVector::UpVector * DefaultCylinderHeight);
DrawDebugCylinder(World, Shape.Points[0], Shape.Points[1], Shape.ThicknesOrRadius, 16, Shape.GetFColor());
}
break;
}
}
#endif // !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingHUDComponent::DrawNavMeshSnapshot(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (DebugComponent && DebugComponent->NavmeshRepData.Num())
{
UGameplayDebuggingControllerComponent* GDC = PC ? PC->FindComponentByClass<UGameplayDebuggingControllerComponent>() : NULL;
FString NextUpdateDesc;
if (GDC)
{
const float TimeLeft = GDC->GetUpdateNavMeshTimeRemaining();
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 )
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
class FParserHelper
{
enum TokenType
{
OpenTag,
CloseTag,
NewLine,
EndOfString,
RegularChar,
Tab
};
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;
case '\t':
OutToken = Tab;
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 Tab:
{
const FString TabString(TEXT(" "));
Strings[Strings.Num()-1].String.Append(TabString);
static bool sbTest = false;
if (sbTest)
{
Index++;
}
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;
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingHUDComponent::PrintString(FPrintContext& Context, const FColor& InColor, const FString& InString )
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
PrintString(Context, FString::Printf(TEXT("{%s}%s"), *InColor.ToString(), *InString));
#endif //!(UE_BUILD_SHIPPING || UE_BUILD_TEST)
}
void AGameplayDebuggingHUDComponent::PrintString(FPrintContext& Context, const FColor& InColor, const FString& InString, float X, float Y )
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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;
#endif
}
void AGameplayDebuggingHUDComponent::CalulateStringSize(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, UFont* Font, const FString& InString, float& OutX, float& OutY )
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
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);
}
#endif
}
void AGameplayDebuggingHUDComponent::CalulateTextSize(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, UFont* Font, const FText& InText, float& OutX, float& OutY)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
CalulateStringSize(DefaultContext, Font, InText.ToString(), OutX, OutY);
#endif
}
FVector AGameplayDebuggingHUDComponent::ProjectLocation(const AGameplayDebuggingHUDComponent::FPrintContext& Context, const FVector& Location)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (Context.Canvas != NULL)
{
return Context.Canvas->Project(Location);
}
#endif
return FVector();
}
void AGameplayDebuggingHUDComponent::DrawItem(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, class FCanvasItem& Item, float X, float Y )
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (DefaultContext.Canvas)
{
DefaultContext.Canvas->DrawItem( Item, FVector2D( X, Y ) );
}
#endif
}
void AGameplayDebuggingHUDComponent::DrawIcon(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, const FColor& InColor, const FCanvasIcon& Icon, float X, float Y, float Scale)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (DefaultContext.Canvas)
{
DefaultContext.Canvas->SetDrawColor(InColor);
DefaultContext.Canvas->DrawIcon(Icon, X, Y, Scale);
}
#endif
}