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

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

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

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

	#rb Lukasz.Furman

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

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

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

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

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

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

	#rb Lina.Halper

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

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

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

	Vis log category handling fixes #UE4

	Also, a minor cleanup

	#rb Lukasz.Furman

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

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

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

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

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

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

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

	gameplay debugger refactor
	#ue4

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

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

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

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

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

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

	#rb marc.audy

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

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

	#rb Lukasz.Furman

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

	Using cached value of ActualVolume in GetVolumeWeightedPriority

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

	QAGame testing content for audio testing.

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

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

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

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

	Distributions that bake out no longer load in cooked build.

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

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

	UE-27131 Support for changing sound class volumes dynamically

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

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

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

	#jira OR-15292
	#rb none

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

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

113 lines
3.4 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "GameplayDebuggerPrivatePCH.h"
#include "GameplayDebuggerExtension_HUD.h"
#include "GameplayDebuggerConfig.h"
#include "GameFramework/HUD.h"
#include "GameFramework/PlayerController.h"
FGameplayDebuggerExtension_HUD::FGameplayDebuggerExtension_HUD()
{
bIsGameHUDEnabled = false;
bAreDebugMessagesEnabled = false;
bPrevDebugMessagesEnabled = GEngine && GEngine->bEnableOnScreenDebugMessages;
bIsCachedDescriptionValid = false;
const UGameplayDebuggerConfig* SettingsCDO = UGameplayDebuggerConfig::StaticClass()->GetDefaultObject<UGameplayDebuggerConfig>();
const bool bHasHUDBinding = BindKeyPress(SettingsCDO->GameHUDKey.GetFName(),
SettingsCDO->bUseGameHUDModifiers ? SettingsCDO->GameHUDModifiers.CreateModifier() : FGameplayDebuggerInputModifier::None,
this, &FGameplayDebuggerExtension_HUD::ToggleGameHUD);
HudBindingIdx = bHasHUDBinding ? (GetNumInputHandlers() - 1) : INDEX_NONE;
const bool bHasMessagesBinding = BindKeyPress(SettingsCDO->DebugMessagesKey.GetFName(),
SettingsCDO->bUseDebugMessagesModifiers ? SettingsCDO->DebugMessagesModifiers.CreateModifier() : FGameplayDebuggerInputModifier::None,
this, &FGameplayDebuggerExtension_HUD::ToggleDebugMessages);
MessagesBindingIdx = bHasMessagesBinding ? (GetNumInputHandlers() - 1) : INDEX_NONE;
}
TSharedRef<FGameplayDebuggerExtension> FGameplayDebuggerExtension_HUD::MakeInstance()
{
return MakeShareable(new FGameplayDebuggerExtension_HUD());
}
void FGameplayDebuggerExtension_HUD::OnActivated()
{
SetGameHUDEnabled(false);
SetDebugMessagesEnabled(false);
}
void FGameplayDebuggerExtension_HUD::OnDeactivated()
{
SetGameHUDEnabled(true);
SetDebugMessagesEnabled(bPrevDebugMessagesEnabled);
}
FString FGameplayDebuggerExtension_HUD::GetDescription() const
{
if (!bIsCachedDescriptionValid)
{
FString Description;
if (HudBindingIdx != INDEX_NONE)
{
Description = FString::Printf(TEXT("{%s}%s:{%s}HUD"),
*FGameplayDebuggerCanvasStrings::ColorNameInput,
*GetInputHandlerDescription(HudBindingIdx),
bIsGameHUDEnabled ? *FGameplayDebuggerCanvasStrings::ColorNameEnabled : *FGameplayDebuggerCanvasStrings::ColorNameDisabled);
}
if (MessagesBindingIdx != INDEX_NONE)
{
if (Description.Len() > 0)
{
Description += FGameplayDebuggerCanvasStrings::SeparatorSpace;
}
Description += FString::Printf(TEXT("{%s}%s:{%s}DebugMessages"),
*FGameplayDebuggerCanvasStrings::ColorNameInput,
*GetInputHandlerDescription(MessagesBindingIdx),
bAreDebugMessagesEnabled ? *FGameplayDebuggerCanvasStrings::ColorNameEnabled : *FGameplayDebuggerCanvasStrings::ColorNameDisabled);
}
CachedDescription = Description;
bIsCachedDescriptionValid = true;
}
return CachedDescription;
}
void FGameplayDebuggerExtension_HUD::SetGameHUDEnabled(bool bEnable)
{
APlayerController* OwnerPC = GetPlayerController();
AHUD* GameHUD = OwnerPC ? OwnerPC->GetHUD() : nullptr;
if (GameHUD)
{
GameHUD->bShowHUD = bEnable;
}
bIsGameHUDEnabled = bEnable;
bIsCachedDescriptionValid = false;
}
void FGameplayDebuggerExtension_HUD::SetDebugMessagesEnabled(bool bEnable)
{
if (GEngine)
{
GEngine->bEnableOnScreenDebugMessages = bEnable;
}
bAreDebugMessagesEnabled = bEnable;
bIsCachedDescriptionValid = false;
}
void FGameplayDebuggerExtension_HUD::ToggleGameHUD()
{
SetGameHUDEnabled(!bIsGameHUDEnabled);
}
void FGameplayDebuggerExtension_HUD::ToggleDebugMessages()
{
SetDebugMessagesEnabled(!bAreDebugMessagesEnabled);
}