Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Classes/GameplayDebuggerSettings.h
Richard Hinckley 6ceaa5aba7 Cleaning out programmer-only comments that were harvested by Doxygen.
#platformnotify Josh.Adams

[CL 2690143 by Richard Hinckley in Main branch]
2015-09-14 09:25:39 -04:00

122 lines
4.4 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
GameplayDebuggerSettings.h: Declares the UGameplayDebuggerSettings class.
=============================================================================*/
#pragma once
#include "GameplayDebuggerSettings.generated.h"
#define ADD_LEVEL_EDITOR_EXTENSIONS 0
USTRUCT()
struct FGDTCustomViewNames
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, config, Category = "Settings")
FString GameView1;
UPROPERTY(EditAnywhere, config, Category = "Settings")
FString GameView2;
UPROPERTY(EditAnywhere, config, Category = "Settings")
FString GameView3;
UPROPERTY(EditAnywhere, config, Category = "Settings")
FString GameView4;
UPROPERTY(EditAnywhere, config, Category = "Settings")
FString GameView5;
};
UCLASS(config = EditorPerProjectUserSettings)
class GAMEPLAYDEBUGGER_API UGameplayDebuggerSettings : public UObject
{
GENERATED_UCLASS_BODY()
public:
#if WITH_EDITOR
//~ Begin UObject Interface
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
virtual void PostInitProperties() override;
//~ End UObject Interface
#endif
DECLARE_EVENT_OneParam(UGameplayDebuggerSettings, FSettingChangedEvent, FName /*PropertyName*/);
FSettingChangedEvent& OnSettingChanged() { return SettingChangedEvent; }
uint32 GetSettings()
{
uint32 Settings = 0;
Settings = OverHead ? Settings | (1 << EAIDebugDrawDataView::OverHead) : Settings & ~(1 << EAIDebugDrawDataView::OverHead);
Settings = Basic ? Settings | (1 << EAIDebugDrawDataView::Basic) : Settings & ~(1 << EAIDebugDrawDataView::Basic);
Settings = BehaviorTree ? Settings | (1 << EAIDebugDrawDataView::BehaviorTree) : Settings & ~(1 << EAIDebugDrawDataView::BehaviorTree);
Settings = EQS ? Settings | (1 << EAIDebugDrawDataView::EQS) : Settings & ~(1 << EAIDebugDrawDataView::EQS);
Settings = Perception ? Settings | (1 << EAIDebugDrawDataView::Perception) : Settings & ~(1 << EAIDebugDrawDataView::Perception);
Settings = GameView1 ? Settings | (1 << EAIDebugDrawDataView::GameView1) : Settings & ~(1 << EAIDebugDrawDataView::GameView1);
Settings = GameView2 ? Settings | (1 << EAIDebugDrawDataView::GameView2) : Settings & ~(1 << EAIDebugDrawDataView::GameView2);
Settings = GameView3 ? Settings | (1 << EAIDebugDrawDataView::GameView3) : Settings & ~(1 << EAIDebugDrawDataView::GameView3);
Settings = GameView4 ? Settings | (1 << EAIDebugDrawDataView::GameView4) : Settings & ~(1 << EAIDebugDrawDataView::GameView4);
Settings = GameView5 ? Settings | (1 << EAIDebugDrawDataView::GameView5) : Settings & ~(1 << EAIDebugDrawDataView::GameView5);
return Settings;
}
bool UseAlternateKeys() { return bUseAlternateKeys; }
const FGDTCustomViewNames& GetCustomViewNames() { return CustomViewNames; }
#if ADD_LEVEL_EDITOR_EXTENSIONS
/** Experimental setting to extend viewport menu in Simulate, to have quick access to GameplayDebugger settings. */
UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
bool bExtendViewportMenu;
#endif
protected:
UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
FGDTCustomViewNames CustomViewNames;
UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
bool OverHead;
UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
bool Basic;
UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
bool BehaviorTree;
UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger|EQS")
bool EQS;
UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger|EQS", meta = (EditCondition = "EQS"))
bool EnableEQSOnHUD;
UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger|EQS", meta = (EditCondition = "EQS"))
int32 ActiveEQSIndex;
UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
bool Perception;
UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
bool GameView1;
UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
bool GameView2;
UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
bool GameView3;
UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
bool GameView4;
UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
bool GameView5;
UPROPERTY(EditAnywhere, config, Category = "GameplayDebugger")
bool bUseAlternateKeys;
// Holds an event delegate that is executed when a setting has changed.
FSettingChangedEvent SettingChangedEvent;
};