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

684 lines
25 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "GameplayDebuggerPrivatePCH.h"
#include "GameplayDebuggerLocalController.h"
#include "GameplayDebuggerPlayerManager.h"
#include "GameplayDebuggerAddonManager.h"
#include "GameplayDebuggerExtension.h"
#include "GameplayDebuggerConfig.h"
#include "Debug/DebugDrawService.h"
#include "Engine/Selection.h"
#include "Engine/Canvas.h"
#include "GameFramework/PlayerInput.h"
#include "GameFramework/Pawn.h"
UGameplayDebuggerLocalController::UGameplayDebuggerLocalController(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
bSimulateMode = false;
bNeedsCleanup = false;
bIsSelectingActor = false;
bIsLocallyEnabled = false;
bPrevLocallyEnabled = false;
ActiveRowIdx = 0;
}
void UGameplayDebuggerLocalController::Initialize(AGameplayDebuggerCategoryReplicator& Replicator, AGameplayDebuggerPlayerManager& Manager)
{
CachedReplicator = &Replicator;
CachedPlayerManager = &Manager;
bSimulateMode = FGameplayDebuggerAddonBase::IsSimulateInEditor();
UDebugDrawService::Register(bSimulateMode ? TEXT("DebugAI") : TEXT("Game"), FDebugDrawDelegate::CreateUObject(this, &UGameplayDebuggerLocalController::OnDebugDraw));
if (bSimulateMode)
{
USelection::SelectionChangedEvent.AddUObject(this, &UGameplayDebuggerLocalController::OnSelectionChanged);
}
FGameplayDebuggerAddonManager& AddonManager = FGameplayDebuggerAddonManager::GetCurrent();
AddonManager.OnExtensionsChanged.AddUObject(this, &UGameplayDebuggerLocalController::OnExtensionsChanged);
AddonManager.OnCategoriesChanged.AddUObject(this, &UGameplayDebuggerLocalController::OnCategoriesChanged);
AddonManager.CreateExtensions(Replicator, Extensions);
OnCategoriesChanged();
const UGameplayDebuggerConfig* SettingsCDO = UGameplayDebuggerConfig::StaticClass()->GetDefaultObject<UGameplayDebuggerConfig>();
const FKey NumpadKeys[] = { EKeys::NumPadZero, EKeys::NumPadOne, EKeys::NumPadTwo, EKeys::NumPadThree, EKeys::NumPadFour,
EKeys::NumPadFive, EKeys::NumPadSix, EKeys::NumPadSeven, EKeys::NumPadEight, EKeys::NumPadNine };
const FKey CategorySlots[] = { SettingsCDO->CategorySlot0, SettingsCDO->CategorySlot1, SettingsCDO->CategorySlot2, SettingsCDO->CategorySlot3, SettingsCDO->CategorySlot4,
SettingsCDO->CategorySlot5, SettingsCDO->CategorySlot6, SettingsCDO->CategorySlot7, SettingsCDO->CategorySlot8, SettingsCDO->CategorySlot9 };
bool bIsNumpadOnly = true;
for (int32 Idx = 0; Idx < ARRAY_COUNT(CategorySlots); Idx++)
{
bool bHasPattern = false;
for (int32 PatternIdx = 0; PatternIdx < ARRAY_COUNT(NumpadKeys); PatternIdx++)
{
if (CategorySlots[Idx] == NumpadKeys[PatternIdx])
{
bHasPattern = true;
break;
}
}
if (!bHasPattern)
{
bIsNumpadOnly = false;
break;
}
}
ActivationKeyDesc = GetKeyDescriptionLong(SettingsCDO->ActivationKey);
RowUpKeyDesc = GetKeyDescriptionShort(SettingsCDO->CategoryRowPrevKey);
RowDownKeyDesc = GetKeyDescriptionShort(SettingsCDO->CategoryRowNextKey);
CategoryKeysDesc = bIsNumpadOnly ? TEXT("{yellow}Numpad{white}") : TEXT("highlighted keys");
PaddingLeft = SettingsCDO->DebugCanvasPaddingLeft;
PaddingRight = SettingsCDO->DebugCanvasPaddingRight;
PaddingTop = SettingsCDO->DebugCanvasPaddingTop;
PaddingBottom = SettingsCDO->DebugCanvasPaddingBottom;
bNeedsCleanup = true;
}
void UGameplayDebuggerLocalController::Cleanup()
{
if (bSimulateMode)
{
USelection::SelectionChangedEvent.RemoveAll(this);
}
bNeedsCleanup = false;
}
void UGameplayDebuggerLocalController::BeginDestroy()
{
Super::BeginDestroy();
if (bNeedsCleanup)
{
Cleanup();
}
}
void UGameplayDebuggerLocalController::OnDebugDraw(class UCanvas* Canvas, class APlayerController* PC)
{
if (CachedReplicator && CachedReplicator->IsEnabled())
{
FGameplayDebuggerCanvasContext CanvasContext(Canvas, GEngine->GetSmallFont());
CanvasContext.CursorX = CanvasContext.DefaultX = PaddingLeft;
CanvasContext.CursorY = CanvasContext.DefaultY = PaddingTop;
if (bSimulateMode)
{
DrawSimulateHeader(CanvasContext);
}
else
{
DrawHeader(CanvasContext);
}
for (int32 Idx = 0; Idx < NumCategories; Idx++)
{
TSharedRef<FGameplayDebuggerCategory> Category = CachedReplicator->GetCategory(Idx);
if (Category->ShouldDrawCategory(CachedReplicator->GetDebugActor()))
{
Category->DrawCategory(CachedReplicator->GetReplicationOwner(), CanvasContext);
}
}
}
}
extern RENDERCORE_API FTexture* GWhiteTexture;
void UGameplayDebuggerLocalController::DrawHeader(FGameplayDebuggerCanvasContext& CanvasContext)
{
const int32 NumRows = (NumCategorySlots + 9) / 10;
const float LineHeight = CanvasContext.GetLineHeight();
const int32 NumExtensionRows = (Extensions.Num() > 0) ? 1 : 0;
const float CanvasSizeX = CanvasContext.Canvas->SizeX - PaddingLeft - PaddingRight;
const float BackgroundPadding = 5.0f;
const float BackgroundPaddingBothSides = BackgroundPadding * 2.0f;
if (NumRows > 1)
{
FCanvasTileItem TileItemUpper(FVector2D(0, 0), GWhiteTexture, FVector2D(CanvasSizeX + BackgroundPaddingBothSides, (LineHeight * (ActiveRowIdx + NumExtensionRows + 1)) + BackgroundPadding), FLinearColor(0, 0, 0, 0.2f));
FCanvasTileItem ActiveRowTileItem(FVector2D(0, 0), GWhiteTexture, FVector2D(CanvasSizeX + BackgroundPaddingBothSides, LineHeight), FLinearColor(0, 0.5f, 0, 0.3f));
FCanvasTileItem TileItemLower(FVector2D(0, 0), GWhiteTexture, FVector2D(CanvasSizeX + BackgroundPaddingBothSides, LineHeight * ((NumRows - ActiveRowIdx - 1)) + BackgroundPadding), FLinearColor(0, 0, 0, 0.2f));
TileItemUpper.BlendMode = SE_BLEND_Translucent;
ActiveRowTileItem.BlendMode = SE_BLEND_Translucent;
TileItemLower.BlendMode = SE_BLEND_Translucent;
CanvasContext.DrawItem(TileItemUpper, PaddingLeft - BackgroundPadding, PaddingTop - BackgroundPadding);
CanvasContext.DrawItem(ActiveRowTileItem, PaddingLeft - BackgroundPadding, PaddingTop - BackgroundPadding + TileItemUpper.Size.Y);
CanvasContext.DrawItem(TileItemLower, PaddingLeft - BackgroundPadding, PaddingTop - BackgroundPadding + TileItemUpper.Size.Y + ActiveRowTileItem.Size.Y);
}
else
{
FCanvasTileItem TileItem(FVector2D(0, 0), GWhiteTexture, FVector2D(CanvasSizeX, LineHeight * (NumRows + NumExtensionRows + 1)) + BackgroundPaddingBothSides, FLinearColor(0, 0, 0, 0.2f));
TileItem.BlendMode = SE_BLEND_Translucent;
CanvasContext.DrawItem(TileItem, PaddingLeft - BackgroundPadding, PaddingTop - BackgroundPadding);
}
CanvasContext.Printf(TEXT("Tap {yellow}%s{white} to close, use %s to toggle catories."), *ActivationKeyDesc, *CategoryKeysDesc);
const FString DebugActorDesc = FString::Printf(TEXT("Debug actor: {cyan}%s"), *GetNameSafe(CachedReplicator->GetDebugActor()));
float DebugActorSizeX = 0.0f, DebugActorSizeY = 0.0f;
CanvasContext.MeasureString(DebugActorDesc, DebugActorSizeX, DebugActorSizeY);
CanvasContext.PrintAt(CanvasContext.Canvas->SizeX - PaddingRight - DebugActorSizeX, PaddingTop, DebugActorDesc);
const FString TimestampDesc = FString::Printf(TEXT("Time: %.2fs"), CachedReplicator->GetWorld()->GetTimeSeconds());
float TimestampSizeX = 0.0f, TimestampSizeY = 0.0f;
CanvasContext.MeasureString(TimestampDesc, TimestampSizeX, TimestampSizeY);
CanvasContext.PrintAt((CanvasSizeX - TimestampSizeX) * 0.5f, PaddingTop, TimestampDesc);
if (NumRows > 1)
{
const FString ChangeRowDesc = FString::Printf(TEXT("Prev row: {yellow}%s\n{white}Next row: {yellow}%s"), *RowUpKeyDesc, *RowDownKeyDesc);
float RowDescSizeX = 0.0f, RowDescSizeY = 0.0f;
CanvasContext.MeasureString(ChangeRowDesc, RowDescSizeX, RowDescSizeY);
CanvasContext.PrintAt(CanvasContext.Canvas->SizeX - PaddingRight - RowDescSizeX, PaddingTop + LineHeight * (NumExtensionRows + 1), ChangeRowDesc);
}
if (NumExtensionRows)
{
FString ExtensionRowDesc;
for (int32 ExtensionIdx = 0; ExtensionIdx < Extensions.Num(); ExtensionIdx++)
{
FString ExtensionDesc = Extensions[ExtensionIdx]->GetDescription();
ExtensionDesc.ReplaceInline(TEXT("\n"), TEXT(""));
if (ExtensionDesc.Len())
{
if (ExtensionRowDesc.Len())
{
ExtensionRowDesc += FGameplayDebuggerCanvasStrings::SeparatorSpace;
}
ExtensionRowDesc += ExtensionDesc;
}
}
CanvasContext.Print(ExtensionRowDesc);
}
for (int32 RowIdx = 0; RowIdx < NumRows; RowIdx++)
{
FString CategoryRowDesc;
for (int32 Idx = 0; Idx < 10; Idx++)
{
const int32 CategorySlotIdx = (RowIdx * 10) + Idx;
if (SlotCategoryIds.IsValidIndex(CategorySlotIdx) &&
SlotNames.IsValidIndex(CategorySlotIdx) &&
SlotCategoryIds[CategorySlotIdx].Num())
{
TSharedRef<FGameplayDebuggerCategory> Category0 = CachedReplicator->GetCategory(SlotCategoryIds[CategorySlotIdx][0]);
const bool bIsEnabled = Category0->IsCategoryEnabled();
const FString CategoryColorName = (RowIdx == ActiveRowIdx) && (NumRows > 1) ?
(bIsEnabled ? *FGameplayDebuggerCanvasStrings::ColorNameEnabledActiveRow : *FGameplayDebuggerCanvasStrings::ColorNameDisabledActiveRow) :
(bIsEnabled ? *FGameplayDebuggerCanvasStrings::ColorNameEnabled : *FGameplayDebuggerCanvasStrings::ColorNameDisabled);
const FString CategoryDesc = (RowIdx == ActiveRowIdx) ?
FString::Printf(TEXT("%s{%s}%d:{%s}%s"),
Idx ? *FGameplayDebuggerCanvasStrings::SeparatorSpace : TEXT(""),
*FGameplayDebuggerCanvasStrings::ColorNameInput,
Idx,
*CategoryColorName,
*SlotNames[CategorySlotIdx]) :
FString::Printf(TEXT("%s{%s}%s"),
Idx ? *FGameplayDebuggerCanvasStrings::Separator : TEXT(""),
*CategoryColorName,
*SlotNames[CategorySlotIdx]);
CategoryRowDesc += CategoryDesc;
}
}
CanvasContext.Print(CategoryRowDesc);
}
CanvasContext.DefaultY = CanvasContext.CursorY + LineHeight;
}
void UGameplayDebuggerLocalController::DrawSimulateHeader(FGameplayDebuggerCanvasContext& CanvasContext)
{
const float LineHeight = CanvasContext.GetLineHeight();
const float NewCategoryPosY = (CanvasContext.DefaultY * 2.0f) + (LineHeight * 3.0f);
const float BackgroundPadding = 5.0f;
const FString TimestampDesc = FString::Printf(TEXT("GameplayDebugger time: %.2fs"), CachedReplicator->GetWorld()->GetTimeSeconds());
float TimestampSizeX = 0.0f, TimestampSizeY = 0.0f;
CanvasContext.MeasureString(TimestampDesc, TimestampSizeX, TimestampSizeY);
const FString DebugActorDesc = FString::Printf(TEXT("Selected actor: {cyan}%s"), *GetNameSafe(CachedReplicator->GetDebugActor()));
float DebugActorSizeX = 0.0f, DebugActorSizeY = 0.0f;
CanvasContext.MeasureString(DebugActorDesc, DebugActorSizeX, DebugActorSizeY);
const float BackgroundSizeX = FMath::Max(DebugActorSizeX, TimestampSizeX) + (BackgroundPadding * 2.f);
FCanvasTileItem TileItem(FVector2D(0, 0), GWhiteTexture, FVector2D(BackgroundSizeX, (2.0f * LineHeight) + (2.0f * BackgroundPadding)), FLinearColor(0, 0, 0, 0.2f));
TileItem.BlendMode = SE_BLEND_Translucent;
CanvasContext.DrawItem(TileItem, (CanvasContext.Canvas->SizeX - BackgroundSizeX) * 0.5f, PaddingTop - BackgroundPadding);
CanvasContext.PrintAt((CanvasContext.Canvas->SizeX - TimestampSizeX) * 0.5f, PaddingTop, TimestampDesc);
CanvasContext.PrintAt((CanvasContext.Canvas->SizeX - DebugActorSizeX) * 0.5f, PaddingTop + LineHeight, DebugActorDesc);
CanvasContext.DefaultY = CanvasContext.CursorY = NewCategoryPosY;
}
void UGameplayDebuggerLocalController::BindInput(UInputComponent& InputComponent)
{
TSet<FName> UsedBindings;
const UGameplayDebuggerConfig* SettingsCDO = UGameplayDebuggerConfig::StaticClass()->GetDefaultObject<UGameplayDebuggerConfig>();
InputComponent.BindKey(SettingsCDO->ActivationKey, IE_Pressed, this, &UGameplayDebuggerLocalController::OnActivationPressed);
InputComponent.BindKey(SettingsCDO->ActivationKey, IE_Released, this, &UGameplayDebuggerLocalController::OnActivationReleased);
UsedBindings.Add(SettingsCDO->ActivationKey.GetFName());
if (bIsLocallyEnabled)
{
InputComponent.BindKey(SettingsCDO->CategorySlot0, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory0Pressed);
InputComponent.BindKey(SettingsCDO->CategorySlot1, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory1Pressed);
InputComponent.BindKey(SettingsCDO->CategorySlot2, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory2Pressed);
InputComponent.BindKey(SettingsCDO->CategorySlot3, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory3Pressed);
InputComponent.BindKey(SettingsCDO->CategorySlot4, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory4Pressed);
InputComponent.BindKey(SettingsCDO->CategorySlot5, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory5Pressed);
InputComponent.BindKey(SettingsCDO->CategorySlot6, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory6Pressed);
InputComponent.BindKey(SettingsCDO->CategorySlot7, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory7Pressed);
InputComponent.BindKey(SettingsCDO->CategorySlot8, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory8Pressed);
InputComponent.BindKey(SettingsCDO->CategorySlot9, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory9Pressed);
InputComponent.BindKey(SettingsCDO->CategoryRowPrevKey, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategoryRowUpPressed);
InputComponent.BindKey(SettingsCDO->CategoryRowNextKey, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategoryRowDownPressed);
UsedBindings.Add(SettingsCDO->CategorySlot0.GetFName());
UsedBindings.Add(SettingsCDO->CategorySlot1.GetFName());
UsedBindings.Add(SettingsCDO->CategorySlot2.GetFName());
UsedBindings.Add(SettingsCDO->CategorySlot3.GetFName());
UsedBindings.Add(SettingsCDO->CategorySlot4.GetFName());
UsedBindings.Add(SettingsCDO->CategorySlot5.GetFName());
UsedBindings.Add(SettingsCDO->CategorySlot6.GetFName());
UsedBindings.Add(SettingsCDO->CategorySlot7.GetFName());
UsedBindings.Add(SettingsCDO->CategorySlot8.GetFName());
UsedBindings.Add(SettingsCDO->CategorySlot9.GetFName());
UsedBindings.Add(SettingsCDO->CategoryRowPrevKey.GetFName());
UsedBindings.Add(SettingsCDO->CategoryRowNextKey.GetFName());
for (int32 Idx = 0; Idx < NumCategories; Idx++)
{
TSharedRef<FGameplayDebuggerCategory> Category = CachedReplicator->GetCategory(Idx);
const int32 NumInputHandlers = Category->GetNumInputHandlers();
for (int32 HandlerIdx = 0; HandlerIdx < NumInputHandlers; HandlerIdx++)
{
FGameplayDebuggerInputHandler& HandlerData = Category->GetInputHandler(HandlerIdx);
if (HandlerData.Modifier.bPressed || HandlerData.Modifier.bReleased)
{
FInputChord InputChord(FKey(HandlerData.KeyName), HandlerData.Modifier.bShift, HandlerData.Modifier.bCtrl, HandlerData.Modifier.bAlt, HandlerData.Modifier.bCmd);
FInputKeyBinding NewBinding(InputChord, HandlerData.Modifier.bPressed ? IE_Pressed : IE_Released);
NewBinding.KeyDelegate.GetDelegateForManualSet().BindUObject(this, &UGameplayDebuggerLocalController::OnCategoryBindingEvent, Idx, HandlerIdx);
InputComponent.KeyBindings.Add(NewBinding);
UsedBindings.Add(HandlerData.KeyName);
}
}
}
for (int32 Idx = 0; Idx < Extensions.Num(); Idx++)
{
TSharedRef<FGameplayDebuggerExtension> Extension = Extensions[Idx];
const int32 NumInputHandlers = Extension->GetNumInputHandlers();
for (int32 HandlerIdx = 0; HandlerIdx < NumInputHandlers; HandlerIdx++)
{
FGameplayDebuggerInputHandler& HandlerData = Extension->GetInputHandler(HandlerIdx);
if (HandlerData.Modifier.bPressed || HandlerData.Modifier.bReleased)
{
FInputChord InputChord(FKey(HandlerData.KeyName), HandlerData.Modifier.bShift, HandlerData.Modifier.bCtrl, HandlerData.Modifier.bAlt, HandlerData.Modifier.bCmd);
FInputKeyBinding NewBinding(InputChord, HandlerData.Modifier.bPressed ? IE_Pressed : IE_Released);
NewBinding.KeyDelegate.GetDelegateForManualSet().BindUObject(this, &UGameplayDebuggerLocalController::OnExtensionBindingEvent, Idx, HandlerIdx);
InputComponent.KeyBindings.Add(NewBinding);
UsedBindings.Add(HandlerData.KeyName);
}
}
}
}
if (CachedReplicator && CachedReplicator->GetReplicationOwner() && CachedReplicator->GetReplicationOwner()->PlayerInput)
{
TSet<FName> RemovedMasks = MaskedDebugBindings.Difference(UsedBindings);
TSet<FName> AddedMasks = UsedBindings.Difference(MaskedDebugBindings);
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;
}
}
MaskedDebugBindings = UsedBindings;
}
}
void UGameplayDebuggerLocalController::OnActivationPressed()
{
bPrevLocallyEnabled = bIsLocallyEnabled;
if (CachedReplicator)
{
CachedReplicator->GetWorldTimerManager().SetTimer(StartSelectingActorHandle, this, &UGameplayDebuggerLocalController::OnStartSelectingActor, 0.2f);
}
}
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);
}
StartSelectingActorHandle.Invalidate();
SelectActorTickHandle.Invalidate();
bIsSelectingActor = false;
if (bPrevLocallyEnabled != bIsLocallyEnabled)
{
if (bIsLocallyEnabled)
{
NotifyExtensionsActivation();
}
else
{
NotifyExtensionsDeactivation();
}
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)
{
TSharedRef<FGameplayDebuggerCategory> Category = CachedReplicator->GetCategory(CategoryId);
if (Category->IsCategoryEnabled())
{
FGameplayDebuggerInputHandler& InputHandler = Category->GetInputHandler(HandlerId);
InputHandler.Delegate.ExecuteIfBound();
}
}
}
void UGameplayDebuggerLocalController::OnExtensionBindingEvent(int32 ExtensionId, int32 HandlerId)
{
if (Extensions.IsValidIndex(ExtensionId))
{
TSharedRef<FGameplayDebuggerExtension> Extension = Extensions[ExtensionId];
FGameplayDebuggerInputHandler& InputHandler = Extension->GetInputHandler(HandlerId);
InputHandler.Delegate.ExecuteIfBound();
}
}
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;
OwnerPC->GetPlayerViewPoint(CameraLocation, CameraRotation);
AActor* BestCandidate = nullptr;
float BestScore = 0.0f;
// TODO: move to module's settings
const float MaxScanDistance = 25000.0f;
const FVector ViewDir = CameraRotation.Vector();
for (FConstPawnIterator It = OwnerPC->GetWorld()->GetPawnIterator(); It; ++It)
{
APawn* TestPawn = *It;
if (TestPawn && !TestPawn->bHidden && TestPawn->GetActorEnableCollision() && 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);
}
}
}
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);
}
}
}
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;
}
}
CachedReplicator->SetDebugActor(SelectedPawn);
}
}
void UGameplayDebuggerLocalController::NotifyExtensionsActivation()
{
for (int32 Idx = 0; Idx < Extensions.Num(); Idx++)
{
Extensions[Idx]->OnActivated();
}
}
void UGameplayDebuggerLocalController::NotifyExtensionsDeactivation()
{
for (int32 Idx = 0; Idx < Extensions.Num(); Idx++)
{
Extensions[Idx]->OnDeactivated();
}
}
void UGameplayDebuggerLocalController::OnExtensionsChanged()
{
if (CachedReplicator == nullptr || CachedPlayerManager == nullptr)
{
return;
}
if (bIsLocallyEnabled)
{
NotifyExtensionsDeactivation();
}
Extensions.Reset();
FGameplayDebuggerAddonManager& AddonManager = FGameplayDebuggerAddonManager::GetCurrent();
AddonManager.CreateExtensions(*CachedReplicator, Extensions);
if (bIsLocallyEnabled)
{
NotifyExtensionsActivation();
CachedPlayerManager->RefreshInputBindings(*CachedReplicator);
}
}
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.GetNumCategories();
}