Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/GameplayDebuggingHUDComponent.cpp
Bob Tellez b51555abf7 Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden

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

Change 2806454 on 2015/12/16 by Bob.Tellez

	#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.

	#rb Ben.Zeigler

	#codereview Dmitry.Rekman

Change 2805502 on 2015/12/16 by Ben.Zeigler

	#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
	As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
	#codereview mike.beach, bob.tellez

Change 2805288 on 2015/12/16 by David.Nikdel

	#HTTP #HttpRetry
	- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
	- Changed HTTP retry logic a little bit
	  * If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
	  * If a response was not received and we did not send a full request, automatically retry
	  * If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
	- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
	  * Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
	  * Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
	- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
	  * Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
	#RB: Sam.Zamani
	#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
	#Fixes: FORT-17804

Change 2803864 on 2015/12/15 by Bob.Tellez

	#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.

	#rb Dmitry.Rekman

	#codereview Nick.Darnell

Change 2803677 on 2015/12/15 by Billy.Bramer

	- Expose equality and inequality operators for gameplay attributes

	#rb Todd.Eckert

Change 2802881 on 2015/12/14 by Bob.Tellez

	#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.

	#rb Phillip.Kavan, Maciej.Mroz

	#codereview Phillip.Kavan, Maciej.Mroz

Change 2801636 on 2015/12/14 by Bob.Tellez

	#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.

	#codereview Graeme.Thornton

Change 2800400 on 2015/12/11 by Jonathan.Lindquist

	Submitting a new Pivot Painter Edition
	- now renders to textures
	- improved workflow
	- greater capabilities

Change 2799579 on 2015/12/11 by John.Abercrombie

	[AUTOMERGE]

	Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4

	Fixes FORT-18649 - Patrols don't spawn consistently
	- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire

	#rb me (this code was written by MieszkoZ)
	(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)

	--------
	Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.

Change 2799018 on 2015/12/10 by Bob.Tellez

	#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.

	#rb Fred.Kimberley

	#codereview Peter.Knepley

Change 2798926 on 2015/12/10 by Bob.Tellez

	#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.

	#jira FORT-18514

	#codereview Martin.Mittring

Change 2797758 on 2015/12/10 by Mark.Satterthwaite

	Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.

Change 2781204 on 2015/11/25 by Dmitry.Rekman

	Linux: use jemalloc by default if available.

	- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.

	#rb Bob.Tellez
	#codereview Bob.Tellez, Ben.Zeigler

Change 2779398 on 2015/11/24 by Mark.Satterthwaite

	Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -05:00

1082 lines
37 KiB
C++

// Copyright 1998-2016 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 = MyPawn != nullptr && 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
}