Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Classes/GameplayDebuggingControllerComponent.h
Marc Audy 4c41590c3d Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================
Change 2821607 on 2016/01/08 by Mieszko.Zielinski

	Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4

	This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.

	#rb Lukasz.Furman

Change 2828384 on 2016/01/14 by Mieszko.Zielinski

	Back out of visual log refactor done as part of CL#2821607 #UE4

Change 2869215 on 2016/02/16 by Marc.Audy

	Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior
	#rb Bruce.Nesbit
	#jira UE-26417

Change 2869404 on 2016/02/16 by Ori.Cohen

	Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood.

	#rb Lina.Halper

Change 2870062 on 2016/02/17 by Jurre.deBaare

	Name parameter driven by bone controller
	#JIRA UE-25997
	#rb Thomas.Sarkanen

Change 2870280 on 2016/02/17 by Mieszko.Zielinski

	Vis log category handling fixes #UE4

	Also, a minor cleanup

	#rb Lukasz.Furman

Change 2871729 on 2016/02/18 by James.Golding

	UE-26663 Fix 'LOD For Collision' display name
	#rb thomas.sarkanen

Change 2871730 on 2016/02/18 by James.Golding

	UE-26580 Make ECollisionEnabled a BlueprintType
	UE-25373 Add a MakeHitResult node
	#rb thomas.sarkanen

Change 2871732 on 2016/02/18 by James.Golding

	UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API.
	#rb ori.cohen

Change 2872022 on 2016/02/18 by Lukasz.Furman

	gameplay debugger refactor
	#ue4

Change 2872082 on 2016/02/18 by Lukasz.Furman

	enabled old gameplay debugger as default one for now
	it will be deprecated with next version after testing in game projects
	#ue4

Change 2872390 on 2016/02/18 by Aaron.McLeran

	OR-15041 (CPU) Hitches due to audio decompression on Windows

	1) Moving ogg-vorbis file info parsing into a worker thread
	 - stat dumphitches now shows the vorbis stuff totally gone

	2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback

	#rb marc.audy

Change 2872418 on 2016/02/18 by Mieszko.Zielinski

	Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4

	#rb Lukasz.Furman

Change 2872446 on 2016/02/18 by Aaron.McLeran

	Using cached value of ActualVolume in GetVolumeWeightedPriority

Change 2872770 on 2016/02/18 by Aaron.McLeran

	QAGame testing content for audio testing.

	Going to create a folder with specific sub-system testing maps for audio

Change 2873733 on 2016/02/19 by Jurre.deBaare

	- HLOD generated assets are now saved into a separate package instead of inside of the level asset
	#rb Ori.Cohen

Change 2873828 on 2016/02/19 by Ori.Cohen

	Distributions that bake out no longer load in cooked build.

	#JIRA UE-27126
	#rb Olaf.Piesche, Nick.Penwarden

Change 2874623 on 2016/02/19 by Aaron.McLeran

	UE-27131 Support for changing sound class volumes dynamically

	- new BP function to override a sound mix sound class adjuster
	- cleanup of AudioDevice.h and AudioDevice.cpp
	   - removing unnecessarily forward declares on various types
	   - removing unnecessary spaces and (void) params, etc

Change 2874922 on 2016/02/20 by Mieszko.Zielinski

	Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4

	#jira OR-15292
	#rb none

Change 2875838 on 2016/02/22 by Benn.Gallagher

[CL 2880055 by Marc Audy in Main branch]
2016-02-24 14:23:53 -05:00

168 lines
4.4 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
//////////////////////////////////////////////////////////////////////////
// THIS CLASS IS NOW DEPRECATED AND WILL BE REMOVED IN NEXT VERSION
// Please check GameplayDebugger.h for details.
#pragma once
#include "TimerManager.h"
#include "InputCore.h"
#include "GameplayDebuggingTypes.h"
#include "GameplayDebugger.h"
#include "GameFramework/HUD.h"
#include "Engine/DebugCameraController.h"
#include "GameplayDebuggingControllerComponent.generated.h"
class AGameplayDebuggingReplicator;
UCLASS(config = Engine)
class GAMEPLAYDEBUGGER_API UGameplayDebuggingControllerComponent : public UActorComponent
{
GENERATED_UCLASS_BODY()
#if WITH_HOT_RELOAD_CTORS
/** DO NOT USE. This constructor is for internal usage only for hot-reload purposes. */
UGameplayDebuggingControllerComponent(FVTableHelper& Helper);
#endif // WITH_HOT_RELOAD_CTORS
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;
virtual void BeginDestroy() override;
virtual void OnRegister() override;
void SetPlayerOwner(APlayerController* PC) { PlayerOwner = PC; }
void BindActivationKeys();
void OnActivationKeyPressed();
void OnActivationKeyReleased();
void SetActiveViews(uint32 InActiveViews);
virtual uint32 GetActiveViews();
bool IsViewActive(EAIDebugDrawDataView::Type View) const;
void EnableActiveView(EAIDebugDrawDataView::Type View, bool bEnable);
void ToggleActiveView(EAIDebugDrawDataView::Type View)
{
EnableActiveView(View, IsViewActive(View) ? false : true);
}
const FInputChord& GetActivationKey() const { return ActivationKey; }
/** periodic update of navmesh data */
void UpdateNavMeshTimer();
float GetUpdateNavMeshTimeRemaining() const;
TWeakObjectPtr<ADebugCameraController> GetDebugCameraController() { return DebugCameraController; }
protected:
UPROPERTY(Transient)
class AGameplayDebuggingHUDComponent* OnDebugAIHUD;
UPROPERTY(Transient)
class AActor* DebugAITargetActor;
UPROPERTY(Transient)
class UInputComponent* AIDebugViewInputComponent;
UPROPERTY(Transient)
class UInputComponent* DebugCameraInputComponent;
void OpenDebugTool();
void CloseDebugTool();
void EnableTargetSelection(bool bEnable);
bool CanToggleView();
virtual void ToggleAIDebugView_SetView0();
virtual void ToggleAIDebugView_SetView1();
virtual void ToggleAIDebugView_SetView2();
virtual void ToggleAIDebugView_SetView3();
virtual void ToggleAIDebugView_SetView4();
virtual void ToggleAIDebugView_SetView5();
virtual void ToggleAIDebugView_SetView6();
virtual void ToggleAIDebugView_SetView7();
virtual void ToggleAIDebugView_SetView8();
virtual void ToggleAIDebugView_SetView9();
virtual void CycleDetailsView();
virtual void BindAIDebugViewKeys(class UInputComponent*& InputComponent);
AGameplayDebuggingReplicator* GetDebuggingReplicator() const;
virtual void ToggleDebugCamera();
virtual void ToggleOnScreenDebugMessages();
virtual void ToggleGameHUD();
TWeakObjectPtr<APlayerController> PlayerOwner;
TWeakObjectPtr<ADebugCameraController> DebugCameraController;
/** Handle for efficient management of UpdateNavMesh timer */
FTimerHandle TimerHandle_UpdateNavMeshTimer;
const float KeyPressActivationTime;
float ControlKeyPressedTime;
float PlayersComponentRequestTime;
uint32 bToolActivated : 1;
uint32 bWaitingForOwnersComponent : 1;
public:
UPROPERTY(config)
FInputChord ActivationKey;
UPROPERTY(config)
FInputChord CategoryZeroBind;
UPROPERTY(config)
FInputChord CategoryOneBind;
UPROPERTY(config)
FInputChord CategoryTwoBind;
UPROPERTY(config)
FInputChord CategoryThreeBind;
UPROPERTY(config)
FInputChord CategoryFourBind;
UPROPERTY(config)
FInputChord CategoryFiveBind;
UPROPERTY(config)
FInputChord CategorySixBind;
UPROPERTY(config)
FInputChord CategorySevenBind;
UPROPERTY(config)
FInputChord CategoryEightBind;
UPROPERTY(config)
FInputChord CategoryNineBind;
UPROPERTY(config)
FInputChord CycleDetailsViewBind;
UPROPERTY(config)
FInputChord DebugCameraBind;
UPROPERTY(config)
FInputChord OnScreenDebugMessagesBind;
UPROPERTY(config)
FInputChord GameHUDBind;
};
UCLASS(NotBlueprintable, Transient, NotBlueprintType, hidedropdown, hidecategories = Actor, notplaceable)
class AGaneplayDebuggerProxyHUD : public AHUD
{
GENERATED_UCLASS_BODY()
FFontRenderInfo TextRenderInfo;
//~ Begin AActor Interface
virtual void PostRender() override;
//~ End AActor Interface
TWeakObjectPtr<AHUD> RedirectedHUD;
};