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#rb #rnx #ROBOMERGE-SOURCE: CL 6545054 via CL 6545646 [CL 6545694 by marc audy in Main branch]
789 lines
28 KiB
C++
789 lines
28 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "GameplayDebuggerLocalController.h"
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#include "InputCoreTypes.h"
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#include "Framework/Commands/InputChord.h"
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#include "Components/InputComponent.h"
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#include "TimerManager.h"
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#include "GameFramework/Pawn.h"
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#include "GameFramework/Controller.h"
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#include "GameFramework/SpectatorPawn.h"
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#include "GameplayDebuggerTypes.h"
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#include "GameplayDebuggerCategoryReplicator.h"
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#include "GameplayDebuggerPlayerManager.h"
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#include "GameplayDebuggerAddonBase.h"
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#include "GameplayDebuggerCategory.h"
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#include "GameplayDebuggerAddonManager.h"
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#include "GameplayDebuggerExtension.h"
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#include "GameplayDebuggerConfig.h"
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#include "Debug/DebugDrawService.h"
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#include "Engine/Selection.h"
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#include "CanvasItem.h"
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#include "Engine/Canvas.h"
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#include "Engine/DebugCameraController.h"
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#include "UnrealEngine.h"
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#include "Engine/LocalPlayer.h"
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#include "GameFramework/PlayerInput.h"
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#include "EngineUtils.h"
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#if WITH_EDITOR
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#include "Editor/GameplayDebuggerEdMode.h"
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#include "EditorModeManager.h"
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#endif // WITH_EDITOR
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UGameplayDebuggerLocalController::UGameplayDebuggerLocalController(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
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{
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bSimulateMode = false;
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bNeedsCleanup = false;
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bIsSelectingActor = false;
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bIsLocallyEnabled = false;
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bPrevLocallyEnabled = false;
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ActiveRowIdx = 0;
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}
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void UGameplayDebuggerLocalController::Initialize(AGameplayDebuggerCategoryReplicator& Replicator, AGameplayDebuggerPlayerManager& Manager)
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{
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CachedReplicator = &Replicator;
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CachedPlayerManager = &Manager;
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bSimulateMode = FGameplayDebuggerAddonBase::IsSimulateInEditor();
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UDebugDrawService::Register(bSimulateMode ? TEXT("DebugAI") : TEXT("Game"), FDebugDrawDelegate::CreateUObject(this, &UGameplayDebuggerLocalController::OnDebugDraw));
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#if WITH_EDITOR
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if (GIsEditor)
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{
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USelection::SelectionChangedEvent.AddUObject(this, &UGameplayDebuggerLocalController::OnSelectionChanged);
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USelection::SelectObjectEvent.AddUObject(this, &UGameplayDebuggerLocalController::OnSelectedObject);
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}
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#endif
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FGameplayDebuggerAddonManager& AddonManager = FGameplayDebuggerAddonManager::GetCurrent();
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AddonManager.OnCategoriesChanged.AddUObject(this, &UGameplayDebuggerLocalController::OnCategoriesChanged);
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OnCategoriesChanged();
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const UGameplayDebuggerConfig* SettingsCDO = UGameplayDebuggerConfig::StaticClass()->GetDefaultObject<UGameplayDebuggerConfig>();
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const FKey NumpadKeys[] = { EKeys::NumPadZero, EKeys::NumPadOne, EKeys::NumPadTwo, EKeys::NumPadThree, EKeys::NumPadFour,
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EKeys::NumPadFive, EKeys::NumPadSix, EKeys::NumPadSeven, EKeys::NumPadEight, EKeys::NumPadNine };
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const FKey CategorySlots[] = { SettingsCDO->CategorySlot0, SettingsCDO->CategorySlot1, SettingsCDO->CategorySlot2, SettingsCDO->CategorySlot3, SettingsCDO->CategorySlot4,
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SettingsCDO->CategorySlot5, SettingsCDO->CategorySlot6, SettingsCDO->CategorySlot7, SettingsCDO->CategorySlot8, SettingsCDO->CategorySlot9 };
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bool bIsNumpadOnly = true;
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for (int32 Idx = 0; Idx < ARRAY_COUNT(CategorySlots); Idx++)
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{
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bool bHasPattern = false;
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for (int32 PatternIdx = 0; PatternIdx < ARRAY_COUNT(NumpadKeys); PatternIdx++)
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{
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if (CategorySlots[Idx] == NumpadKeys[PatternIdx])
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{
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bHasPattern = true;
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break;
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}
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}
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if (!bHasPattern)
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{
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bIsNumpadOnly = false;
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break;
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}
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}
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ActivationKeyDesc = GetKeyDescriptionLong(SettingsCDO->ActivationKey);
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RowUpKeyDesc = GetKeyDescriptionShort(SettingsCDO->CategoryRowPrevKey);
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RowDownKeyDesc = GetKeyDescriptionShort(SettingsCDO->CategoryRowNextKey);
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CategoryKeysDesc = bIsNumpadOnly ? TEXT("{yellow}Numpad{white}") : TEXT("highlighted keys");
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PaddingLeft = SettingsCDO->DebugCanvasPaddingLeft;
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PaddingRight = SettingsCDO->DebugCanvasPaddingRight;
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PaddingTop = SettingsCDO->DebugCanvasPaddingTop;
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PaddingBottom = SettingsCDO->DebugCanvasPaddingBottom;
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bNeedsCleanup = true;
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}
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void UGameplayDebuggerLocalController::Cleanup()
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{
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#if WITH_EDITOR
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USelection::SelectionChangedEvent.RemoveAll(this);
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USelection::SelectObjectEvent.RemoveAll(this);
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if (bSimulateMode)
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{
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FGameplayDebuggerEdMode::SafeCloseMode();
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}
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#endif // WITH_EDITOR
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bNeedsCleanup = false;
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}
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void UGameplayDebuggerLocalController::BeginDestroy()
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{
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Super::BeginDestroy();
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if (bNeedsCleanup)
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{
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Cleanup();
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}
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}
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void UGameplayDebuggerLocalController::OnDebugDraw(class UCanvas* Canvas, class APlayerController* PC)
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{
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if (CachedReplicator && CachedReplicator->IsEnabled())
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{
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FGameplayDebuggerCanvasContext CanvasContext(Canvas, GEngine->GetSmallFont());
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CanvasContext.CursorX = CanvasContext.DefaultX = PaddingLeft;
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CanvasContext.CursorY = CanvasContext.DefaultY = PaddingTop;
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DrawHeader(CanvasContext);
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if (DataPackMap.Num() != NumCategories)
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{
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RebuildDataPackMap();
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}
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const bool bHasDebugActor = CachedReplicator->HasDebugActor();
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for (int32 Idx = 0; Idx < NumCategories; Idx++)
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{
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TSharedRef<FGameplayDebuggerCategory> Category = CachedReplicator->GetCategory(Idx);
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if (Category->ShouldDrawCategory(bHasDebugActor))
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{
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if (Category->IsCategoryHeaderVisible())
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{
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DrawCategoryHeader(Idx, Category, CanvasContext);
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}
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Category->DrawCategory(CachedReplicator->GetReplicationOwner(), CanvasContext);
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}
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}
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}
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}
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extern RENDERCORE_API FTexture* GWhiteTexture;
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void UGameplayDebuggerLocalController::DrawHeader(FGameplayDebuggerCanvasContext& CanvasContext)
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{
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const int32 NumRows = (NumCategorySlots + 9) / 10;
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const float LineHeight = CanvasContext.GetLineHeight();
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const int32 NumExtensions = bSimulateMode ? 0 : CachedReplicator->GetNumExtensions();
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const int32 NumExtensionRows = (NumExtensions > 0) ? 1 : 0;
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const float CanvasSizeX = CanvasContext.Canvas->SizeX - PaddingLeft - PaddingRight;
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const float UsePaddingTop = PaddingTop + (bSimulateMode ? 30.0f : 0);
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const float BackgroundPadding = 5.0f;
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const float BackgroundPaddingBothSides = BackgroundPadding * 2.0f;
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if (NumRows > 1)
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{
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FCanvasTileItem TileItemUpper(FVector2D(0, 0), GWhiteTexture, FVector2D(CanvasSizeX + BackgroundPaddingBothSides, (LineHeight * (ActiveRowIdx + NumExtensionRows + 1)) + BackgroundPadding), FLinearColor(0, 0, 0, 0.2f));
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FCanvasTileItem ActiveRowTileItem(FVector2D(0, 0), GWhiteTexture, FVector2D(CanvasSizeX + BackgroundPaddingBothSides, LineHeight), FLinearColor(0, 0.5f, 0, 0.3f));
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FCanvasTileItem TileItemLower(FVector2D(0, 0), GWhiteTexture, FVector2D(CanvasSizeX + BackgroundPaddingBothSides, LineHeight * ((NumRows - ActiveRowIdx - 1)) + BackgroundPadding), FLinearColor(0, 0, 0, 0.2f));
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TileItemUpper.BlendMode = SE_BLEND_Translucent;
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ActiveRowTileItem.BlendMode = SE_BLEND_Translucent;
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TileItemLower.BlendMode = SE_BLEND_Translucent;
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CanvasContext.DrawItem(TileItemUpper, PaddingLeft - BackgroundPadding, UsePaddingTop - BackgroundPadding);
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CanvasContext.DrawItem(ActiveRowTileItem, PaddingLeft - BackgroundPadding, UsePaddingTop - BackgroundPadding + TileItemUpper.Size.Y);
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CanvasContext.DrawItem(TileItemLower, PaddingLeft - BackgroundPadding, UsePaddingTop - BackgroundPadding + TileItemUpper.Size.Y + ActiveRowTileItem.Size.Y);
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}
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else
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{
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FCanvasTileItem TileItem(FVector2D(0, 0), GWhiteTexture, FVector2D(CanvasSizeX, LineHeight * (NumRows + NumExtensionRows + 1)) + BackgroundPaddingBothSides, FLinearColor(0, 0, 0, 0.2f));
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TileItem.BlendMode = SE_BLEND_Translucent;
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CanvasContext.DrawItem(TileItem, PaddingLeft - BackgroundPadding, UsePaddingTop - BackgroundPadding);
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}
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CanvasContext.CursorY = UsePaddingTop;
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if (bSimulateMode)
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{
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CanvasContext.Printf(TEXT("Clear {yellow}DebugAI{white} show flag to close, use %s to toggle catories."), *CategoryKeysDesc);
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// reactivate editor mode when this is being drawn = show flag is set
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#if WITH_EDITOR
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GLevelEditorModeTools().ActivateMode(FGameplayDebuggerEdMode::EM_GameplayDebugger);
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#endif // WITH_EDITOR
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}
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else
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{
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CanvasContext.Printf(TEXT("Tap {yellow}%s{white} to close, use %s to toggle catories."), *ActivationKeyDesc, *CategoryKeysDesc);
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}
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const FString DebugActorDesc = FString::Printf(TEXT("Debug actor: {cyan}%s"), *CachedReplicator->GetDebugActorName().ToString());
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float DebugActorSizeX = 0.0f, DebugActorSizeY = 0.0f;
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CanvasContext.MeasureString(DebugActorDesc, DebugActorSizeX, DebugActorSizeY);
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CanvasContext.PrintAt(CanvasContext.Canvas->SizeX - PaddingRight - DebugActorSizeX, UsePaddingTop, DebugActorDesc);
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const FString TimestampDesc = FString::Printf(TEXT("Time: %.2fs"), CachedReplicator->GetWorld()->GetTimeSeconds());
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float TimestampSizeX = 0.0f, TimestampSizeY = 0.0f;
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CanvasContext.MeasureString(TimestampDesc, TimestampSizeX, TimestampSizeY);
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CanvasContext.PrintAt((CanvasSizeX - TimestampSizeX) * 0.5f, UsePaddingTop, TimestampDesc);
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if (NumRows > 1)
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{
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const FString ChangeRowDesc = FString::Printf(TEXT("Prev row: {yellow}%s\n{white}Next row: {yellow}%s"), *RowUpKeyDesc, *RowDownKeyDesc);
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float RowDescSizeX = 0.0f, RowDescSizeY = 0.0f;
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CanvasContext.MeasureString(ChangeRowDesc, RowDescSizeX, RowDescSizeY);
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CanvasContext.PrintAt(CanvasContext.Canvas->SizeX - PaddingRight - RowDescSizeX, UsePaddingTop + LineHeight * (NumExtensionRows + 1), ChangeRowDesc);
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}
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if (NumExtensionRows)
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{
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FString ExtensionRowDesc;
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for (int32 ExtensionIdx = 0; ExtensionIdx < NumExtensions; ExtensionIdx++)
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{
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TSharedRef<FGameplayDebuggerExtension> Extension = CachedReplicator->GetExtension(ExtensionIdx);
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FString ExtensionDesc = Extension->GetDescription();
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ExtensionDesc.ReplaceInline(TEXT("\n"), TEXT(""));
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if (ExtensionDesc.Len())
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{
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if (ExtensionRowDesc.Len())
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{
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ExtensionRowDesc += FGameplayDebuggerCanvasStrings::SeparatorSpace;
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}
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ExtensionRowDesc += ExtensionDesc;
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}
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}
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CanvasContext.Print(ExtensionRowDesc);
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}
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for (int32 RowIdx = 0; RowIdx < NumRows; RowIdx++)
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{
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FString CategoryRowDesc;
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for (int32 Idx = 0; Idx < 10; Idx++)
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{
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const int32 CategorySlotIdx = (RowIdx * 10) + Idx;
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if (SlotCategoryIds.IsValidIndex(CategorySlotIdx) &&
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SlotNames.IsValidIndex(CategorySlotIdx) &&
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SlotCategoryIds[CategorySlotIdx].Num())
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{
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TSharedRef<FGameplayDebuggerCategory> Category0 = CachedReplicator->GetCategory(SlotCategoryIds[CategorySlotIdx][0]);
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const bool bIsEnabled = Category0->IsCategoryEnabled();
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const FString CategoryColorName = (RowIdx == ActiveRowIdx) && (NumRows > 1) ?
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(bIsEnabled ? *FGameplayDebuggerCanvasStrings::ColorNameEnabledActiveRow : *FGameplayDebuggerCanvasStrings::ColorNameDisabledActiveRow) :
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(bIsEnabled ? *FGameplayDebuggerCanvasStrings::ColorNameEnabled : *FGameplayDebuggerCanvasStrings::ColorNameDisabled);
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const FString CategoryDesc = (RowIdx == ActiveRowIdx) ?
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FString::Printf(TEXT("%s{%s}%d:{%s}%s"),
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Idx ? *FGameplayDebuggerCanvasStrings::SeparatorSpace : TEXT(""),
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*FGameplayDebuggerCanvasStrings::ColorNameInput,
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Idx,
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*CategoryColorName,
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*SlotNames[CategorySlotIdx]) :
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FString::Printf(TEXT("%s{%s}%s"),
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Idx ? *FGameplayDebuggerCanvasStrings::Separator : TEXT(""),
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*CategoryColorName,
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*SlotNames[CategorySlotIdx]);
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CategoryRowDesc += CategoryDesc;
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}
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}
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CanvasContext.Print(CategoryRowDesc);
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}
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CanvasContext.DefaultY = CanvasContext.CursorY + LineHeight;
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}
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void UGameplayDebuggerLocalController::DrawCategoryHeader(int32 CategoryId, TSharedRef<FGameplayDebuggerCategory> Category, FGameplayDebuggerCanvasContext& CanvasContext)
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{
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FString DataPackDesc;
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if (DataPackMap.IsValidIndex(CategoryId) &&
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!Category->IsCategoryAuth() &&
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!Category->ShouldDrawReplicationStatus() &&
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Category->GetNumDataPacks() > 0)
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{
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// collect brief data pack status, detailed info is displayed only when ShouldDrawReplicationStatus is true
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const int32 CurrentSyncCounter = CachedReplicator->GetDebugActorCounter();
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DataPackDesc = TEXT("{white} ver[");
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bool bIsPrevOutdated = false;
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bool bAddSeparator = false;
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for (int32 Idx = 0; Idx < DataPackMap[CategoryId].Num(); Idx++)
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{
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TSharedRef<FGameplayDebuggerCategory> MappedCategory = CachedReplicator->GetCategory(DataPackMap[CategoryId][Idx]);
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for (int32 DataPackIdx = 0; DataPackIdx < MappedCategory->GetNumDataPacks(); DataPackIdx++)
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{
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FGameplayDebuggerDataPack::FHeader DataHeader = MappedCategory->GetDataPackHeaderCopy(DataPackIdx);
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const bool bIsOutdated = (DataHeader.SyncCounter != CurrentSyncCounter);
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if (bAddSeparator)
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{
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DataPackDesc += TEXT(';');
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}
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if (bIsOutdated != bIsPrevOutdated)
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{
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DataPackDesc += bIsOutdated ? TEXT("{red}") : TEXT("{white}");
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bIsPrevOutdated = bIsOutdated;
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}
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DataPackDesc += TTypeToString<int16>::ToString(DataHeader.DataVersion);
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bAddSeparator = true;
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}
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}
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if (bIsPrevOutdated)
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{
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DataPackDesc += TEXT("{white}");
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}
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DataPackDesc += TEXT(']');
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}
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CanvasContext.MoveToNewLine();
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CanvasContext.Printf(FColor::Green, TEXT("[CATEGORY: %s]%s"), *Category->GetCategoryName().ToString(), *DataPackDesc);
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}
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void UGameplayDebuggerLocalController::BindInput(UInputComponent& InputComponent)
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{
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TSet<FName> NewBindings;
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const UGameplayDebuggerConfig* SettingsCDO = UGameplayDebuggerConfig::StaticClass()->GetDefaultObject<UGameplayDebuggerConfig>();
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if (!bSimulateMode)
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{
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InputComponent.BindKey(SettingsCDO->ActivationKey, IE_Pressed, this, &UGameplayDebuggerLocalController::OnActivationPressed);
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InputComponent.BindKey(SettingsCDO->ActivationKey, IE_Released, this, &UGameplayDebuggerLocalController::OnActivationReleased);
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NewBindings.Add(SettingsCDO->ActivationKey.GetFName());
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}
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if (bIsLocallyEnabled || bSimulateMode)
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{
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InputComponent.BindKey(SettingsCDO->CategorySlot0, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory0Pressed);
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InputComponent.BindKey(SettingsCDO->CategorySlot1, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory1Pressed);
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InputComponent.BindKey(SettingsCDO->CategorySlot2, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory2Pressed);
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InputComponent.BindKey(SettingsCDO->CategorySlot3, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory3Pressed);
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InputComponent.BindKey(SettingsCDO->CategorySlot4, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory4Pressed);
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InputComponent.BindKey(SettingsCDO->CategorySlot5, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory5Pressed);
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InputComponent.BindKey(SettingsCDO->CategorySlot6, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory6Pressed);
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InputComponent.BindKey(SettingsCDO->CategorySlot7, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory7Pressed);
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InputComponent.BindKey(SettingsCDO->CategorySlot8, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory8Pressed);
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InputComponent.BindKey(SettingsCDO->CategorySlot9, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory9Pressed);
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InputComponent.BindKey(SettingsCDO->CategoryRowPrevKey, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategoryRowUpPressed);
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InputComponent.BindKey(SettingsCDO->CategoryRowNextKey, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategoryRowDownPressed);
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NewBindings.Add(SettingsCDO->CategorySlot0.GetFName());
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NewBindings.Add(SettingsCDO->CategorySlot1.GetFName());
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NewBindings.Add(SettingsCDO->CategorySlot2.GetFName());
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NewBindings.Add(SettingsCDO->CategorySlot3.GetFName());
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NewBindings.Add(SettingsCDO->CategorySlot4.GetFName());
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NewBindings.Add(SettingsCDO->CategorySlot5.GetFName());
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NewBindings.Add(SettingsCDO->CategorySlot6.GetFName());
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NewBindings.Add(SettingsCDO->CategorySlot7.GetFName());
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NewBindings.Add(SettingsCDO->CategorySlot8.GetFName());
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NewBindings.Add(SettingsCDO->CategorySlot9.GetFName());
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NewBindings.Add(SettingsCDO->CategoryRowPrevKey.GetFName());
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NewBindings.Add(SettingsCDO->CategoryRowNextKey.GetFName());
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for (int32 Idx = 0; Idx < NumCategories; Idx++)
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{
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TSharedRef<FGameplayDebuggerCategory> Category = CachedReplicator->GetCategory(Idx);
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const int32 NumInputHandlers = Category->GetNumInputHandlers();
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for (int32 HandlerIdx = 0; HandlerIdx < NumInputHandlers; HandlerIdx++)
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{
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FGameplayDebuggerInputHandler& HandlerData = Category->GetInputHandler(HandlerIdx);
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if (HandlerData.Modifier.bPressed || HandlerData.Modifier.bReleased)
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{
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FInputChord InputChord(FKey(HandlerData.KeyName), HandlerData.Modifier.bShift, HandlerData.Modifier.bCtrl, HandlerData.Modifier.bAlt, HandlerData.Modifier.bCmd);
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FInputKeyBinding InputBinding(InputChord, HandlerData.Modifier.bPressed ? IE_Pressed : IE_Released);
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InputBinding.KeyDelegate.GetDelegateForManualSet().BindUObject(this, &UGameplayDebuggerLocalController::OnCategoryBindingEvent, Idx, HandlerIdx);
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InputComponent.KeyBindings.Add(InputBinding);
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NewBindings.Add(HandlerData.KeyName);
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}
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}
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}
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const int32 NumExtentions = bSimulateMode ? 0 : CachedReplicator->GetNumExtensions();
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for (int32 Idx = 0; Idx < NumExtentions; Idx++)
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{
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TSharedRef<FGameplayDebuggerExtension> Extension = CachedReplicator->GetExtension(Idx); //-V595
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const int32 NumInputHandlers = Extension->GetNumInputHandlers();
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for (int32 HandlerIdx = 0; HandlerIdx < NumInputHandlers; HandlerIdx++)
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{
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FGameplayDebuggerInputHandler& HandlerData = Extension->GetInputHandler(HandlerIdx);
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if (HandlerData.Modifier.bPressed || HandlerData.Modifier.bReleased)
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{
|
|
FInputChord InputChord(FKey(HandlerData.KeyName), HandlerData.Modifier.bShift, HandlerData.Modifier.bCtrl, HandlerData.Modifier.bAlt, HandlerData.Modifier.bCmd);
|
|
FInputKeyBinding InputBinding(InputChord, HandlerData.Modifier.bPressed ? IE_Pressed : IE_Released);
|
|
InputBinding.KeyDelegate.GetDelegateForManualSet().BindUObject(this, &UGameplayDebuggerLocalController::OnExtensionBindingEvent, Idx, HandlerIdx);
|
|
|
|
InputComponent.KeyBindings.Add(InputBinding);
|
|
NewBindings.Add(HandlerData.KeyName);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (CachedReplicator && CachedReplicator->GetReplicationOwner() && CachedReplicator->GetReplicationOwner()->PlayerInput)
|
|
{
|
|
TSet<FName> RemovedMasks = UsedBindings.Difference(NewBindings);
|
|
TSet<FName> AddedMasks = NewBindings.Difference(UsedBindings);
|
|
|
|
UPlayerInput* Input = CachedReplicator->GetReplicationOwner()->PlayerInput;
|
|
for (int32 Idx = 0; Idx < Input->DebugExecBindings.Num(); Idx++)
|
|
{
|
|
FKeyBind& DebugBinding = Input->DebugExecBindings[Idx];
|
|
const bool bRemoveMask = RemovedMasks.Contains(DebugBinding.Key.GetFName());
|
|
const bool bAddMask = AddedMasks.Contains(DebugBinding.Key.GetFName());
|
|
|
|
if (bAddMask || bRemoveMask)
|
|
{
|
|
DebugBinding.bDisabled = bAddMask;
|
|
}
|
|
}
|
|
|
|
UsedBindings = NewBindings;
|
|
}
|
|
}
|
|
|
|
bool UGameplayDebuggerLocalController::IsKeyBound(const FName KeyName) const
|
|
{
|
|
return UsedBindings.Contains(KeyName);
|
|
}
|
|
|
|
void UGameplayDebuggerLocalController::OnActivationPressed()
|
|
{
|
|
bPrevLocallyEnabled = bIsLocallyEnabled;
|
|
if (CachedReplicator)
|
|
{
|
|
const float HoldTimeThr = 0.2f * (FApp::UseFixedTimeStep() ? (FApp::GetFixedDeltaTime() * 60.0f) : 1.0f);
|
|
|
|
CachedReplicator->GetWorldTimerManager().SetTimer(StartSelectingActorHandle, this, &UGameplayDebuggerLocalController::OnStartSelectingActor, HoldTimeThr);
|
|
}
|
|
}
|
|
|
|
void UGameplayDebuggerLocalController::OnActivationReleased()
|
|
{
|
|
if (CachedReplicator)
|
|
{
|
|
UWorld* World = CachedReplicator->GetWorld();
|
|
if (StartSelectingActorHandle.IsValid())
|
|
{
|
|
bIsLocallyEnabled = !CachedReplicator->IsEnabled();
|
|
CachedReplicator->SetEnabled(bIsLocallyEnabled);
|
|
|
|
if (bIsLocallyEnabled)
|
|
{
|
|
DebugActorCandidate = nullptr;
|
|
OnSelectActorTick();
|
|
}
|
|
}
|
|
|
|
World->GetTimerManager().ClearTimer(StartSelectingActorHandle);
|
|
World->GetTimerManager().ClearTimer(SelectActorTickHandle);
|
|
|
|
CachedReplicator->MarkComponentsRenderStateDirty();
|
|
}
|
|
|
|
StartSelectingActorHandle.Invalidate();
|
|
SelectActorTickHandle.Invalidate();
|
|
bIsSelectingActor = false;
|
|
|
|
if (CachedReplicator && (bPrevLocallyEnabled != bIsLocallyEnabled))
|
|
{
|
|
CachedPlayerManager->RefreshInputBindings(*CachedReplicator);
|
|
}
|
|
}
|
|
|
|
void UGameplayDebuggerLocalController::OnCategory0Pressed()
|
|
{
|
|
ToggleSlotState((ActiveRowIdx * 10) + 0);
|
|
}
|
|
|
|
void UGameplayDebuggerLocalController::OnCategory1Pressed()
|
|
{
|
|
ToggleSlotState((ActiveRowIdx * 10) + 1);
|
|
}
|
|
|
|
void UGameplayDebuggerLocalController::OnCategory2Pressed()
|
|
{
|
|
ToggleSlotState((ActiveRowIdx * 10) + 2);
|
|
}
|
|
|
|
void UGameplayDebuggerLocalController::OnCategory3Pressed()
|
|
{
|
|
ToggleSlotState((ActiveRowIdx * 10) + 3);
|
|
}
|
|
|
|
void UGameplayDebuggerLocalController::OnCategory4Pressed()
|
|
{
|
|
ToggleSlotState((ActiveRowIdx * 10) + 4);
|
|
}
|
|
|
|
void UGameplayDebuggerLocalController::OnCategory5Pressed()
|
|
{
|
|
ToggleSlotState((ActiveRowIdx * 10) + 5);
|
|
}
|
|
|
|
void UGameplayDebuggerLocalController::OnCategory6Pressed()
|
|
{
|
|
ToggleSlotState((ActiveRowIdx * 10) + 6);
|
|
}
|
|
|
|
void UGameplayDebuggerLocalController::OnCategory7Pressed()
|
|
{
|
|
ToggleSlotState((ActiveRowIdx * 10) + 7);
|
|
}
|
|
|
|
void UGameplayDebuggerLocalController::OnCategory8Pressed()
|
|
{
|
|
ToggleSlotState((ActiveRowIdx * 10) + 8);
|
|
}
|
|
|
|
void UGameplayDebuggerLocalController::OnCategory9Pressed()
|
|
{
|
|
ToggleSlotState((ActiveRowIdx * 10) + 9);
|
|
}
|
|
|
|
void UGameplayDebuggerLocalController::OnCategoryRowUpPressed()
|
|
{
|
|
const int32 NumRows = (NumCategorySlots + 9) / 10;
|
|
ActiveRowIdx = (NumRows > 1) ? ((ActiveRowIdx + NumRows - 1) % NumRows) : 0;
|
|
}
|
|
|
|
void UGameplayDebuggerLocalController::OnCategoryRowDownPressed()
|
|
{
|
|
const int32 NumRows = (NumCategorySlots + 9) / 10;
|
|
ActiveRowIdx = (NumRows > 1) ? ((ActiveRowIdx + 1) % NumRows) : 0;
|
|
}
|
|
|
|
void UGameplayDebuggerLocalController::OnCategoryBindingEvent(int32 CategoryId, int32 HandlerId)
|
|
{
|
|
if (CachedReplicator)
|
|
{
|
|
CachedReplicator->SendCategoryInputEvent(CategoryId, HandlerId);
|
|
}
|
|
}
|
|
|
|
void UGameplayDebuggerLocalController::OnExtensionBindingEvent(int32 ExtensionId, int32 HandlerId)
|
|
{
|
|
if (CachedReplicator)
|
|
{
|
|
CachedReplicator->SendExtensionInputEvent(ExtensionId, HandlerId);
|
|
}
|
|
}
|
|
|
|
void UGameplayDebuggerLocalController::OnStartSelectingActor()
|
|
{
|
|
StartSelectingActorHandle.Invalidate();
|
|
if (CachedReplicator)
|
|
{
|
|
if (!CachedReplicator->IsEnabled())
|
|
{
|
|
bIsLocallyEnabled = true;
|
|
CachedReplicator->SetEnabled(bIsLocallyEnabled);
|
|
}
|
|
|
|
bIsSelectingActor = true;
|
|
DebugActorCandidate = nullptr;
|
|
|
|
const bool bLooping = true;
|
|
CachedReplicator->GetWorldTimerManager().SetTimer(SelectActorTickHandle, this, &UGameplayDebuggerLocalController::OnSelectActorTick, 0.01f, bLooping);
|
|
|
|
OnSelectActorTick();
|
|
}
|
|
}
|
|
|
|
void UGameplayDebuggerLocalController::OnSelectActorTick()
|
|
{
|
|
APlayerController* OwnerPC = CachedReplicator ? CachedReplicator->GetReplicationOwner() : nullptr;
|
|
if (OwnerPC)
|
|
{
|
|
FVector CameraLocation;
|
|
FRotator CameraRotation;
|
|
if (OwnerPC->Player)
|
|
{
|
|
// normal game
|
|
OwnerPC->GetPlayerViewPoint(CameraLocation, CameraRotation);
|
|
}
|
|
else
|
|
{
|
|
// spectator mode
|
|
for (FLocalPlayerIterator It(GEngine, OwnerPC->GetWorld()); It; ++It)
|
|
{
|
|
ADebugCameraController* SpectatorPC = Cast<ADebugCameraController>(It->PlayerController);
|
|
if (SpectatorPC)
|
|
{
|
|
SpectatorPC->GetPlayerViewPoint(CameraLocation, CameraRotation);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// TODO: move to module's settings
|
|
const float MaxScanDistance = 25000.0f;
|
|
const float MinViewDirDot = 0.8f;
|
|
|
|
AActor* BestCandidate = nullptr;
|
|
float BestScore = MinViewDirDot;
|
|
|
|
const FVector ViewDir = CameraRotation.Vector();
|
|
for (APawn* TestPawn : TActorRange<APawn>(OwnerPC->GetWorld()))
|
|
{
|
|
if (!TestPawn->bHidden && TestPawn->GetActorEnableCollision() &&
|
|
!TestPawn->IsA(ASpectatorPawn::StaticClass()) &&
|
|
TestPawn != OwnerPC->GetPawn())
|
|
{
|
|
FVector DirToPawn = (TestPawn->GetActorLocation() - CameraLocation);
|
|
float DistToPawn = DirToPawn.Size();
|
|
if (FMath::IsNearlyZero(DistToPawn))
|
|
{
|
|
DirToPawn = ViewDir;
|
|
DistToPawn = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
DirToPawn /= DistToPawn;
|
|
}
|
|
|
|
const float ViewDot = FVector::DotProduct(ViewDir, DirToPawn);
|
|
if (DistToPawn < MaxScanDistance && ViewDot > BestScore)
|
|
{
|
|
BestScore = ViewDot;
|
|
BestCandidate = TestPawn;
|
|
}
|
|
}
|
|
}
|
|
|
|
// cache to avoid multiple RPC with the same actor
|
|
if (DebugActorCandidate != BestCandidate)
|
|
{
|
|
DebugActorCandidate = BestCandidate;
|
|
CachedReplicator->SetDebugActor(BestCandidate, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
void UGameplayDebuggerLocalController::ToggleSlotState(int32 SlotIdx)
|
|
{
|
|
if (CachedReplicator && SlotCategoryIds.IsValidIndex(SlotIdx) && SlotCategoryIds[SlotIdx].Num())
|
|
{
|
|
const bool bIsEnabled = CachedReplicator->IsCategoryEnabled(SlotCategoryIds[SlotIdx][0]);
|
|
for (int32 Idx = 0; Idx < SlotCategoryIds[SlotIdx].Num(); Idx++)
|
|
{
|
|
const int32 CategoryId = SlotCategoryIds[SlotIdx][Idx];
|
|
CachedReplicator->SetCategoryEnabled(CategoryId, !bIsEnabled);
|
|
}
|
|
|
|
CachedReplicator->MarkComponentsRenderStateDirty();
|
|
}
|
|
}
|
|
|
|
FString UGameplayDebuggerLocalController::GetKeyDescriptionShort(const FKey& KeyBind) const
|
|
{
|
|
return FString::Printf(TEXT("[%s]"), *KeyBind.GetFName().ToString());
|
|
}
|
|
|
|
FString UGameplayDebuggerLocalController::GetKeyDescriptionLong(const FKey& KeyBind) const
|
|
{
|
|
const FString KeyDisplay = KeyBind.GetDisplayName().ToString();
|
|
const FString KeyName = KeyBind.GetFName().ToString();
|
|
return (KeyDisplay == KeyName) ? FString::Printf(TEXT("[%s]"), *KeyDisplay) : FString::Printf(TEXT("%s [%s key])"), *KeyDisplay, *KeyName);
|
|
}
|
|
|
|
void UGameplayDebuggerLocalController::OnSelectionChanged(UObject* Object)
|
|
{
|
|
USelection* Selection = Cast<USelection>(Object);
|
|
if (Selection && CachedReplicator)
|
|
{
|
|
APawn* SelectedPawn = nullptr;
|
|
for (int32 Idx = 0; Idx < Selection->Num(); Idx++)
|
|
{
|
|
AController* SelectedController = Cast<AController>(Selection->GetSelectedObject(Idx));
|
|
SelectedPawn = SelectedController ? SelectedController->GetPawn() : Cast<APawn>(Selection->GetSelectedObject(Idx));
|
|
if (SelectedPawn)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (SelectedPawn)
|
|
{
|
|
CachedReplicator->SetDebugActor(SelectedPawn, false);
|
|
CachedReplicator->CollectCategoryData(/*bForce=*/true);
|
|
}
|
|
}
|
|
}
|
|
|
|
void UGameplayDebuggerLocalController::OnSelectedObject(UObject* Object)
|
|
{
|
|
AController* SelectedController = Cast<AController>(Object);
|
|
APawn* SelectedPawn = SelectedController ? SelectedController->GetPawn() : Cast<APawn>(Object);
|
|
if (CachedReplicator && SelectedPawn && SelectedPawn->IsSelected())
|
|
{
|
|
CachedReplicator->SetDebugActor(SelectedPawn, false);
|
|
CachedReplicator->CollectCategoryData(/*bForce=*/true);
|
|
}
|
|
}
|
|
|
|
void UGameplayDebuggerLocalController::OnCategoriesChanged()
|
|
{
|
|
FGameplayDebuggerAddonManager& AddonManager = FGameplayDebuggerAddonManager::GetCurrent();
|
|
|
|
SlotNames.Reset();
|
|
SlotNames.Append(AddonManager.GetSlotNames());
|
|
|
|
// categories are already sorted using AddonManager.SlotMap, build Slot to Category Id map accordingly
|
|
const TArray< TArray<int32> >& SlotMap = AddonManager.GetSlotMap();
|
|
SlotCategoryIds.Reset();
|
|
SlotCategoryIds.AddDefaulted(SlotMap.Num());
|
|
|
|
int32 CategoryId = 0;
|
|
for (int32 SlotIdx = 0; SlotIdx < SlotMap.Num(); SlotIdx++)
|
|
{
|
|
for (int32 InnerIdx = 0; InnerIdx < SlotMap[SlotIdx].Num(); InnerIdx++)
|
|
{
|
|
SlotCategoryIds[SlotIdx].Add(CategoryId);
|
|
CategoryId++;
|
|
}
|
|
}
|
|
|
|
NumCategorySlots = SlotCategoryIds.Num();
|
|
NumCategories = AddonManager.GetNumVisibleCategories();
|
|
|
|
DataPackMap.Reset();
|
|
}
|
|
|
|
void UGameplayDebuggerLocalController::RebuildDataPackMap()
|
|
{
|
|
DataPackMap.SetNum(NumCategories);
|
|
|
|
// category: get all categories from slot and combine data pack data if category header is not displayed
|
|
for (int32 SlotIdx = 0; SlotIdx < NumCategorySlots; SlotIdx++)
|
|
{
|
|
TArray<int32> NoHeaderCategories;
|
|
int32 FirstVisibleCategoryId = INDEX_NONE;
|
|
|
|
for (int32 InnerIdx = 0; InnerIdx < SlotCategoryIds[SlotIdx].Num(); InnerIdx++)
|
|
{
|
|
const int32 CategoryId = SlotCategoryIds[SlotIdx][InnerIdx];
|
|
|
|
TSharedRef<FGameplayDebuggerCategory> Category = CachedReplicator->GetCategory(CategoryId);
|
|
if (!Category->IsCategoryHeaderVisible())
|
|
{
|
|
NoHeaderCategories.Add(CategoryId);
|
|
}
|
|
else
|
|
{
|
|
DataPackMap[CategoryId].Add(CategoryId);
|
|
|
|
if (FirstVisibleCategoryId == INDEX_NONE)
|
|
{
|
|
FirstVisibleCategoryId = CategoryId;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((FirstVisibleCategoryId != INDEX_NONE) && NoHeaderCategories.Num())
|
|
{
|
|
DataPackMap[FirstVisibleCategoryId].Append(NoHeaderCategories);
|
|
}
|
|
}
|
|
}
|