Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Classes/GameplayDebuggingHUDComponent.h
Marc Audy 67e3197eff Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666)
#lockdown Nick.Penwarden

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

Change 2945310 on 2016/04/15 by Jon.Nabozny

	Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked.
	#JIRA UE-29368

Change 2945490 on 2016/04/15 by Jon.Nabozny

	Remove extraneous changes introduced in CL-2945310.

Change 2946706 on 2016/04/18 by James.Golding

	Checkin of slice test assets

Change 2947895 on 2016/04/19 by Benn.Gallagher

	PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom)
	#jira UE-29567

Change 2947944 on 2016/04/19 by Benn.Gallagher

	Fixed a few extra needless bone container copies

Change 2948279 on 2016/04/19 by Marc.Audy

	Add well defined Map and Set Property names

Change 2948280 on 2016/04/19 by Marc.Audy

	Properly name parameters

Change 2948792 on 2016/04/19 by Marc.Audy

	Remove unused ini class name settings

Change 2948917 on 2016/04/19 by Aaron.McLeran

	UE-29654 FadeIn invalidates Audio Components in 4.11

Change 2949567 on 2016/04/20 by James.Golding

	- Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half
	- Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used
	- Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace.
	- Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary
	- Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function

Change 2950482 on 2016/04/20 by Aaron.McLeran

	FORT-22973  SoundMix Fade Time not fading audio properly

	- Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes.

Change 2951102 on 2016/04/21 by Thomas.Sarkanen

	Un-deprecated blueprint functions for attachment/detachment

	Renamed functions to <FuncName> (Deprecated).
	Hid functions in the BP context menu so new ones cant be added.

	#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.

Change 2951173 on 2016/04/21 by James.Golding

	Fix cap geom generation when more than one polygon is generated
	Fix CIS warning in KismetProceduralMeshLibrary.cpp

Change 2951334 on 2016/04/21 by Osman.Tsjardiwal

	Add CapMaterial param to SliceProceduralMesh util

Change 2951528 on 2016/04/21 by Marc.Audy

	Fix spelling errors in comments

Change 2952933 on 2016/04/22 by Lukasz.Furman

	fixed behavior tree getting stuck on instantly finished gameplay tasks
	copy of CL# 2952930

Change 2953948 on 2016/04/24 by James.Golding

	Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor)

Change 2954558 on 2016/04/25 by Marc.Audy

	Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp
	#jira UE-29038

Change 2954865 on 2016/04/25 by Aaron.McLeran

	UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types.

Change 2955009 on 2016/04/25 by Zak.Middleton

	#ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf.

Change 2955878 on 2016/04/26 by Benn.Gallagher

	[Epic Friday] - Added spherical constraints to anim dynamics

Change 2956380 on 2016/04/26 by Lina.Halper

	PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance)

Change 2956383 on 2016/04/26 by Lina.Halper

	Fixed to match coding standard

Change 2957866 on 2016/04/27 by Zak.Middleton

	#ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log.

	- Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update.

	- "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging.

	#tests QA-Surfaces multiplayer, walking in to moving objects and pawns.

Change 2957953 on 2016/04/27 by Aaron.McLeran

	UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing.

Change 2958011 on 2016/04/27 by Jon.Nabozny

	CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results.
	#JIRA UE-29525

Change 2958321 on 2016/04/27 by Lukasz.Furman

	path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests

Change 2959506 on 2016/04/28 by Aaron.McLeran

	PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel)

Change 2959686 on 2016/04/28 by Marc.Audy

	Correctly handle multiple viewpoints when significance is being sorted descending

Change 2959773 on 2016/04/28 by Marc.Audy

	Fix shadowing warning

Change 2959785 on 2016/04/28 by Aaron.McLeran

	UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances

Change 2960852 on 2016/04/29 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738

Change 2960946 on 2016/04/29 by Marc.Audy

	Fix post merge compile error

Change 2962501 on 2016/05/02 by Marc.Audy

	Remove interim GetMutableAttach accessors and use the variables directly now that they are private

Change 2962535 on 2016/05/02 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478

Change 2962578 on 2016/05/02 by Marc.Audy

	Switch ObjectGraphMove to using UserFlags instead of custom move data

Change 2962651 on 2016/05/02 by Marc.Audy

	VS2015 shadow variable fixes

Change 2962662 on 2016/05/02 by Lukasz.Furman

	deprecated old implementation of gameplay debugger
	#jira UE-30011

Change 2962919 on 2016/05/02 by Marc.Audy

	VS2015 shadow variable fixes

Change 2963475 on 2016/05/02 by Mieszko.Zielinski

	Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4

	#jira UE-30176

Change 2964098 on 2016/05/03 by Marc.Audy

	Spelling fix

Change 2964099 on 2016/05/03 by Marc.Audy

	VS2015 shadow variable fixes

Change 2964156 on 2016/05/03 by Marc.Audy

	VS2015 shadow variable fixes

Change 2964272 on 2016/05/03 by Marc.Audy

	VS2015 Shadow Variable fixes

Change 2964395 on 2016/05/03 by Marc.Audy

	VS2015 Shadow Variable Fixes

Change 2964460 on 2016/05/03 by Marc.Audy

	Reschedule coolingdown tick functions during pause frames.
	#jira UE-30221

Change 2964666 on 2016/05/03 by Marc.Audy

	Fix shipping compile error

[CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00

126 lines
5.2 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 "ShowFlags.h"
#include "GameplayDebuggerSettings.h"
#include "GameplayDebuggingHUDComponent.generated.h"
class AGameplayDebuggingReplicator;
struct GAMEPLAYDEBUGGER_API FDebugCategoryView
{
FString Desc;
TEnumAsByte<EAIDebugDrawDataView::Type> View;
FDebugCategoryView() {}
FDebugCategoryView(EAIDebugDrawDataView::Type InView, const FString& Description) : Desc(Description), View(InView) {}
};
#define ADD_GAMEVIEW_CATEGORY(__Category__) \
{\
UGameplayDebuggerSettings* GDS = UGameplayDebuggerSettings::StaticClass()->GetDefaultObject<UGameplayDebuggerSettings>();\
Categories.Add(FDebugCategoryView(EAIDebugDrawDataView::__Category__, GDS->GetCustomViewNames().__Category__.Len() ? GDS->GetCustomViewNames().__Category__ : TEXT(#__Category__)));\
}
UCLASS(config = Engine, notplaceable)
class GAMEPLAYDEBUGGER_API AGameplayDebuggingHUDComponent : public AActor
{
GENERATED_UCLASS_BODY()
struct FPrintContext
{
public:
class UCanvas* Canvas;
class UFont* Font;
float CursorX, CursorY;
float DefaultX, DefaultY;
FFontRenderInfo FontRenderInfo;
public:
FPrintContext() {}
FPrintContext(class UFont* InFont, class UCanvas* InCanvas, float InX, float InY) : Canvas(InCanvas), Font(InFont), CursorX(InX), CursorY(InY), DefaultX(InX), DefaultY(InY) {}
};
public:
virtual void Render();
void SetWorld(UWorld* InWorld) { World = InWorld; }
virtual UWorld* GetWorld() const override { return World != NULL ? World : Super::GetWorld(); }
/** Set the canvas to use during drawing */
void SetCanvas(class UCanvas* InCanvas) { Canvas = InCanvas; }
void SetPlayerOwner(APlayerController* InPlayerOwner) { PlayerOwner = InPlayerOwner; }
APlayerController* GetPlayerOwner() { return PlayerOwner; }
protected:
//virtual void DrawOnCanvas(class UCanvas* Canvas, APlayerController* PC);
virtual void DrawPath(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
virtual void DrawOverHeadInformation(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
virtual void DrawBasicData(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
virtual void DrawBehaviorTreeData(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
virtual void DrawEQSData(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
virtual void DrawPerception(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
virtual void DrawNavMeshSnapshot(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
#if !ENABLE_OLD_GAMEPLAY_DEBUGGER
DEPRECATED_FORGAME(4.13, "GameplayDebuggingHUDComponent class is now deprecated, please check GameplayDebugger.h for details.")
#endif // !ENABLE_OLD_GAMEPLAY_DEBUGGER
virtual void DrawGameSpecificView(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent) {}
void PrintAllData();
void DrawMenu(const float X, const float Y, class UGameplayDebuggingComponent* DebugComponent);
static void CalulateStringSize(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, UFont* Font, const FString& InString, float& OutX, float& OutY);
static void CalulateTextSize(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, UFont* Font, const FText& InText, float& OutX, float& OutY);
static FVector ProjectLocation(const AGameplayDebuggingHUDComponent::FPrintContext& Context, const FVector& Location);
static void DrawItem(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, class FCanvasItem& Item, float X, float Y );
static void DrawIcon(const AGameplayDebuggingHUDComponent::FPrintContext& DefaultContext, const FColor& InColor, const FCanvasIcon& Icon, float X, float Y, float Scale = 0.f);
virtual void GetKeyboardDesc(TArray<FDebugCategoryView>& Categories);
void PrintString(FPrintContext& Context, const FString& InString );
void PrintString(FPrintContext& Context, const FColor& InColor, const FString& InString );
void PrintString(FPrintContext& Context, const FColor& InColor, const FString& InString, float X, float Y );
void DrawEQSItemDetails(int32 ItemIdx, class UGameplayDebuggingComponent *DebugComponent);
AGameplayDebuggingReplicator* GetDebuggingReplicator();
private:
// local player related draw from PostRender
void DrawDebugComponentData(APlayerController* PC, class UGameplayDebuggingComponent *DebugComponent);
public:
UPROPERTY(config)
float MenuStartX;
UPROPERTY(config)
float MenuStartY;
UPROPERTY(config)
float DebugInfoStartX;
UPROPERTY(config)
float DebugInfoStartY;
protected:
UPROPERTY(Transient)
UCanvas* Canvas;
UPROPERTY(Transient)
APlayerController* PlayerOwner;
TWeakObjectPtr<AGameplayDebuggingReplicator> CachedDebuggingReplicator;
FString HugeOutputString;
FPrintContext OverHeadContext;
FPrintContext DefaultContext;
UWorld* World;
FEngineShowFlags EngineShowFlags;
float BlackboardFinishY;
private:
float ItemDescriptionWidth;
float ItemScoreWidth;
float TestScoreWidth;
};