Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/GameplayDebuggerExtension_Spectator.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

96 lines
3.2 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "GameplayDebuggerPrivatePCH.h"
#include "GameplayDebuggerExtension_Spectator.h"
#include "GameplayDebuggerConfig.h"
#include "GameplayDebuggerPlayerManager.h"
#include "Engine/DebugCameraController.h"
#include "Engine/Player.h"
#include "GameFramework/HUD.h"
#include "GameFramework/WorldSettings.h"
FGameplayDebuggerExtension_Spectator::FGameplayDebuggerExtension_Spectator()
{
const UGameplayDebuggerConfig* SettingsCDO = UGameplayDebuggerConfig::StaticClass()->GetDefaultObject<UGameplayDebuggerConfig>();
bHasInputBinding = BindKeyPress(SettingsCDO->SpectatorKey.GetFName(),
SettingsCDO->bUseSpectatorModifiers ? SettingsCDO->SpectatorModifiers.CreateModifier() : FGameplayDebuggerInputModifier::None,
this, &FGameplayDebuggerExtension_Spectator::ToggleSpectatorMode);
}
TSharedRef<FGameplayDebuggerExtension> FGameplayDebuggerExtension_Spectator::MakeInstance()
{
return MakeShareable(new FGameplayDebuggerExtension_Spectator());
}
void FGameplayDebuggerExtension_Spectator::OnDeactivated()
{
if (SpectatorController.IsValid())
{
ToggleSpectatorMode();
}
}
FString FGameplayDebuggerExtension_Spectator::GetDescription() const
{
if (!bIsCachedDescriptionValid)
{
CachedDescription = !bHasInputBinding ? FString() :
FString::Printf(TEXT("{%s}%s:{%s}Spectator"),
*FGameplayDebuggerCanvasStrings::ColorNameInput,
*GetInputHandlerDescription(0),
SpectatorController.IsValid() ? *FGameplayDebuggerCanvasStrings::ColorNameEnabled : *FGameplayDebuggerCanvasStrings::ColorNameDisabled);
bIsCachedDescriptionValid = true;
}
return CachedDescription;
}
void FGameplayDebuggerExtension_Spectator::ToggleSpectatorMode()
{
APlayerController* OwnerPC = GetPlayerController();
AGameplayDebuggerPlayerManager& PlayerManager = AGameplayDebuggerPlayerManager::GetCurrent(OwnerPC->GetWorld());
UInputComponent* DebuggerInput = PlayerManager.GetInputComponent(*OwnerPC);
ADebugCameraController* SpectatorControllerOb = SpectatorController.Get();
if (SpectatorControllerOb == nullptr)
{
FActorSpawnParameters SpawnInfo;
SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
SpawnInfo.Owner = OwnerPC->GetWorldSettings();
SpawnInfo.Instigator = OwnerPC->Instigator;
SpectatorControllerOb = OwnerPC->GetWorld()->SpawnActor<ADebugCameraController>(SpawnInfo);
if (SpectatorControllerOb)
{
OwnerPC->PopInputComponent(DebuggerInput);
SpectatorControllerOb->OnActivate(OwnerPC);
OwnerPC->Player->SwitchController(SpectatorControllerOb);
SpectatorControllerOb->PushInputComponent(DebuggerInput);
SpectatorControllerOb->ChangeState(NAME_Default);
SpectatorControllerOb->ChangeState(NAME_Spectating);
if (SpectatorControllerOb->MyHUD)
{
SpectatorControllerOb->MyHUD->bShowHUD = false;
}
SpectatorController = SpectatorControllerOb;
}
}
else
{
SpectatorControllerOb->PopInputComponent(DebuggerInput);
SpectatorControllerOb->OriginalPlayer->SwitchController(OwnerPC);
SpectatorControllerOb->OnDeactivate(OwnerPC);
OwnerPC->PushInputComponent(DebuggerInput);
SpectatorControllerOb->GetWorld()->DestroyActor(SpectatorControllerOb, false, false);
SpectatorController = nullptr;
}
bIsCachedDescriptionValid = false;
}