Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/GameplayDebuggerLocalController.cpp
maxime mercier dd41644cb6 When picking pawn in the GameplayDebugger, also selecting it in the editor. That way the BehaviorTreeEditor automatically changes to the right one.
#rb meiszko.zielinski


#ROBOMERGE-SOURCE: CL 5336887 via CL 5338221

[CL 5338253 by maxime mercier in Main branch]
2019-03-07 12:21:25 -05:00

789 lines
28 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "GameplayDebuggerLocalController.h"
#include "InputCoreTypes.h"
#include "Framework/Commands/InputChord.h"
#include "Components/InputComponent.h"
#include "TimerManager.h"
#include "GameFramework/Pawn.h"
#include "GameFramework/Controller.h"
#include "GameFramework/SpectatorPawn.h"
#include "GameplayDebuggerTypes.h"
#include "GameplayDebuggerCategoryReplicator.h"
#include "GameplayDebuggerPlayerManager.h"
#include "GameplayDebuggerAddonBase.h"
#include "GameplayDebuggerCategory.h"
#include "GameplayDebuggerAddonManager.h"
#include "GameplayDebuggerExtension.h"
#include "GameplayDebuggerConfig.h"
#include "Debug/DebugDrawService.h"
#include "Engine/Selection.h"
#include "CanvasItem.h"
#include "Engine/Canvas.h"
#include "Engine/DebugCameraController.h"
#include "UnrealEngine.h"
#include "Engine/LocalPlayer.h"
#include "GameFramework/PlayerInput.h"
#if WITH_EDITOR
#include "Editor/GameplayDebuggerEdMode.h"
#include "EditorModeManager.h"
#endif // WITH_EDITOR
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 WITH_EDITOR
if (GIsEditor)
{
USelection::SelectionChangedEvent.AddUObject(this, &UGameplayDebuggerLocalController::OnSelectionChanged);
USelection::SelectObjectEvent.AddUObject(this, &UGameplayDebuggerLocalController::OnSelectedObject);
}
#endif
FGameplayDebuggerAddonManager& AddonManager = FGameplayDebuggerAddonManager::GetCurrent();
AddonManager.OnCategoriesChanged.AddUObject(this, &UGameplayDebuggerLocalController::OnCategoriesChanged);
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 WITH_EDITOR
USelection::SelectionChangedEvent.RemoveAll(this);
USelection::SelectObjectEvent.RemoveAll(this);
if (bSimulateMode)
{
FGameplayDebuggerEdMode::SafeCloseMode();
}
#endif // WITH_EDITOR
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;
DrawHeader(CanvasContext);
if (DataPackMap.Num() != NumCategories)
{
RebuildDataPackMap();
}
const bool bHasDebugActor = CachedReplicator->HasDebugActor();
for (int32 Idx = 0; Idx < NumCategories; Idx++)
{
TSharedRef<FGameplayDebuggerCategory> Category = CachedReplicator->GetCategory(Idx);
if (Category->ShouldDrawCategory(bHasDebugActor))
{
if (Category->IsCategoryHeaderVisible())
{
DrawCategoryHeader(Idx, Category, CanvasContext);
}
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 NumExtensions = bSimulateMode ? 0 : CachedReplicator->GetNumExtensions();
const int32 NumExtensionRows = (NumExtensions > 0) ? 1 : 0;
const float CanvasSizeX = CanvasContext.Canvas->SizeX - PaddingLeft - PaddingRight;
const float UsePaddingTop = PaddingTop + (bSimulateMode ? 30.0f : 0);
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, UsePaddingTop - BackgroundPadding);
CanvasContext.DrawItem(ActiveRowTileItem, PaddingLeft - BackgroundPadding, UsePaddingTop - BackgroundPadding + TileItemUpper.Size.Y);
CanvasContext.DrawItem(TileItemLower, PaddingLeft - BackgroundPadding, UsePaddingTop - 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, UsePaddingTop - BackgroundPadding);
}
CanvasContext.CursorY = UsePaddingTop;
if (bSimulateMode)
{
CanvasContext.Printf(TEXT("Clear {yellow}DebugAI{white} show flag to close, use %s to toggle catories."), *CategoryKeysDesc);
// reactivate editor mode when this is being drawn = show flag is set
#if WITH_EDITOR
GLevelEditorModeTools().ActivateMode(FGameplayDebuggerEdMode::EM_GameplayDebugger);
#endif // WITH_EDITOR
}
else
{
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"), *CachedReplicator->GetDebugActorName().ToString());
float DebugActorSizeX = 0.0f, DebugActorSizeY = 0.0f;
CanvasContext.MeasureString(DebugActorDesc, DebugActorSizeX, DebugActorSizeY);
CanvasContext.PrintAt(CanvasContext.Canvas->SizeX - PaddingRight - DebugActorSizeX, UsePaddingTop, 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, UsePaddingTop, 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, UsePaddingTop + LineHeight * (NumExtensionRows + 1), ChangeRowDesc);
}
if (NumExtensionRows)
{
FString ExtensionRowDesc;
for (int32 ExtensionIdx = 0; ExtensionIdx < NumExtensions; ExtensionIdx++)
{
TSharedRef<FGameplayDebuggerExtension> Extension = CachedReplicator->GetExtension(ExtensionIdx);
FString ExtensionDesc = Extension->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::DrawCategoryHeader(int32 CategoryId, TSharedRef<FGameplayDebuggerCategory> Category, FGameplayDebuggerCanvasContext& CanvasContext)
{
FString DataPackDesc;
if (DataPackMap.IsValidIndex(CategoryId) &&
!Category->IsCategoryAuth() &&
!Category->ShouldDrawReplicationStatus() &&
Category->GetNumDataPacks() > 0)
{
// collect brief data pack status, detailed info is displayed only when ShouldDrawReplicationStatus is true
const int32 CurrentSyncCounter = CachedReplicator->GetDebugActorCounter();
DataPackDesc = TEXT("{white} ver[");
bool bIsPrevOutdated = false;
bool bAddSeparator = false;
for (int32 Idx = 0; Idx < DataPackMap[CategoryId].Num(); Idx++)
{
TSharedRef<FGameplayDebuggerCategory> MappedCategory = CachedReplicator->GetCategory(DataPackMap[CategoryId][Idx]);
for (int32 DataPackIdx = 0; DataPackIdx < MappedCategory->GetNumDataPacks(); DataPackIdx++)
{
FGameplayDebuggerDataPack::FHeader DataHeader = MappedCategory->GetDataPackHeaderCopy(DataPackIdx);
const bool bIsOutdated = (DataHeader.SyncCounter != CurrentSyncCounter);
if (bAddSeparator)
{
DataPackDesc += TEXT(';');
}
if (bIsOutdated != bIsPrevOutdated)
{
DataPackDesc += bIsOutdated ? TEXT("{red}") : TEXT("{white}");
bIsPrevOutdated = bIsOutdated;
}
DataPackDesc += TTypeToString<int16>::ToString(DataHeader.DataVersion);
bAddSeparator = true;
}
}
if (bIsPrevOutdated)
{
DataPackDesc += TEXT("{white}");
}
DataPackDesc += TEXT(']');
}
CanvasContext.MoveToNewLine();
CanvasContext.Printf(FColor::Green, TEXT("[CATEGORY: %s]%s"), *Category->GetCategoryName().ToString(), *DataPackDesc);
}
void UGameplayDebuggerLocalController::BindInput(UInputComponent& InputComponent)
{
TSet<FName> NewBindings;
const UGameplayDebuggerConfig* SettingsCDO = UGameplayDebuggerConfig::StaticClass()->GetDefaultObject<UGameplayDebuggerConfig>();
if (!bSimulateMode)
{
InputComponent.BindKey(SettingsCDO->ActivationKey, IE_Pressed, this, &UGameplayDebuggerLocalController::OnActivationPressed);
InputComponent.BindKey(SettingsCDO->ActivationKey, IE_Released, this, &UGameplayDebuggerLocalController::OnActivationReleased);
NewBindings.Add(SettingsCDO->ActivationKey.GetFName());
}
if (bIsLocallyEnabled || bSimulateMode)
{
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);
NewBindings.Add(SettingsCDO->CategorySlot0.GetFName());
NewBindings.Add(SettingsCDO->CategorySlot1.GetFName());
NewBindings.Add(SettingsCDO->CategorySlot2.GetFName());
NewBindings.Add(SettingsCDO->CategorySlot3.GetFName());
NewBindings.Add(SettingsCDO->CategorySlot4.GetFName());
NewBindings.Add(SettingsCDO->CategorySlot5.GetFName());
NewBindings.Add(SettingsCDO->CategorySlot6.GetFName());
NewBindings.Add(SettingsCDO->CategorySlot7.GetFName());
NewBindings.Add(SettingsCDO->CategorySlot8.GetFName());
NewBindings.Add(SettingsCDO->CategorySlot9.GetFName());
NewBindings.Add(SettingsCDO->CategoryRowPrevKey.GetFName());
NewBindings.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 InputBinding(InputChord, HandlerData.Modifier.bPressed ? IE_Pressed : IE_Released);
InputBinding.KeyDelegate.GetDelegateForManualSet().BindUObject(this, &UGameplayDebuggerLocalController::OnCategoryBindingEvent, Idx, HandlerIdx);
InputComponent.KeyBindings.Add(InputBinding);
NewBindings.Add(HandlerData.KeyName);
}
}
}
const int32 NumExtentions = bSimulateMode ? 0 : CachedReplicator->GetNumExtensions();
for (int32 Idx = 0; Idx < NumExtentions; Idx++)
{
TSharedRef<FGameplayDebuggerExtension> Extension = CachedReplicator->GetExtension(Idx); //-V595
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 InputBinding(InputChord, HandlerData.Modifier.bPressed ? IE_Pressed : IE_Released);
InputBinding.KeyDelegate.GetDelegateForManualSet().BindUObject(this, &UGameplayDebuggerLocalController::OnExtensionBindingEvent, Idx, HandlerIdx);
InputComponent.KeyBindings.Add(InputBinding);
NewBindings.Add(HandlerData.KeyName);
}
}
}
}
if (CachedReplicator && CachedReplicator->GetReplicationOwner() && CachedReplicator->GetReplicationOwner()->PlayerInput)
{
TSet<FName> RemovedMasks = UsedBindings.Difference(NewBindings);
TSet<FName> AddedMasks = NewBindings.Difference(UsedBindings);
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;
}
}
UsedBindings = NewBindings;
}
}
bool UGameplayDebuggerLocalController::IsKeyBound(const FName KeyName) const
{
return UsedBindings.Contains(KeyName);
}
void UGameplayDebuggerLocalController::OnActivationPressed()
{
bPrevLocallyEnabled = bIsLocallyEnabled;
if (CachedReplicator)
{
const float HoldTimeThr = 0.2f * (FApp::UseFixedTimeStep() ? (FApp::GetFixedDeltaTime() * 60.0f) : 1.0f);
CachedReplicator->GetWorldTimerManager().SetTimer(StartSelectingActorHandle, this, &UGameplayDebuggerLocalController::OnStartSelectingActor, HoldTimeThr);
}
}
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);
CachedReplicator->MarkComponentsRenderStateDirty();
}
StartSelectingActorHandle.Invalidate();
SelectActorTickHandle.Invalidate();
bIsSelectingActor = false;
if (CachedReplicator && (bPrevLocallyEnabled != bIsLocallyEnabled))
{
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)
{
CachedReplicator->SendCategoryInputEvent(CategoryId, HandlerId);
}
}
void UGameplayDebuggerLocalController::OnExtensionBindingEvent(int32 ExtensionId, int32 HandlerId)
{
if (CachedReplicator)
{
CachedReplicator->SendExtensionInputEvent(ExtensionId, HandlerId);
}
}
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;
if (OwnerPC->Player)
{
// normal game
OwnerPC->GetPlayerViewPoint(CameraLocation, CameraRotation);
}
else
{
// spectator mode
for (FLocalPlayerIterator It(GEngine, OwnerPC->GetWorld()); It; ++It)
{
ADebugCameraController* SpectatorPC = Cast<ADebugCameraController>(It->PlayerController);
if (SpectatorPC)
{
SpectatorPC->GetPlayerViewPoint(CameraLocation, CameraRotation);
break;
}
}
}
// TODO: move to module's settings
const float MaxScanDistance = 25000.0f;
const float MinViewDirDot = 0.8f;
AActor* BestCandidate = nullptr;
float BestScore = MinViewDirDot;
const FVector ViewDir = CameraRotation.Vector();
for (FConstPawnIterator It = OwnerPC->GetWorld()->GetPawnIterator(); It; ++It)
{
APawn* TestPawn = It->Get();
if (TestPawn && !TestPawn->bHidden && TestPawn->GetActorEnableCollision() &&
!TestPawn->IsA(ASpectatorPawn::StaticClass()) &&
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, true);
}
}
}
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);
}
CachedReplicator->MarkComponentsRenderStateDirty();
}
}
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;
}
}
if (SelectedPawn)
{
CachedReplicator->SetDebugActor(SelectedPawn, false);
CachedReplicator->CollectCategoryData(/*bForce=*/true);
}
}
}
void UGameplayDebuggerLocalController::OnSelectedObject(UObject* Object)
{
AController* SelectedController = Cast<AController>(Object);
APawn* SelectedPawn = SelectedController ? SelectedController->GetPawn() : Cast<APawn>(Object);
if (CachedReplicator && SelectedPawn && SelectedPawn->IsSelected())
{
CachedReplicator->SetDebugActor(SelectedPawn, false);
CachedReplicator->CollectCategoryData(/*bForce=*/true);
}
}
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.GetNumVisibleCategories();
DataPackMap.Reset();
}
void UGameplayDebuggerLocalController::RebuildDataPackMap()
{
DataPackMap.SetNum(NumCategories);
// category: get all categories from slot and combine data pack data if category header is not displayed
for (int32 SlotIdx = 0; SlotIdx < NumCategorySlots; SlotIdx++)
{
TArray<int32> NoHeaderCategories;
int32 FirstVisibleCategoryId = INDEX_NONE;
for (int32 InnerIdx = 0; InnerIdx < SlotCategoryIds[SlotIdx].Num(); InnerIdx++)
{
const int32 CategoryId = SlotCategoryIds[SlotIdx][InnerIdx];
TSharedRef<FGameplayDebuggerCategory> Category = CachedReplicator->GetCategory(CategoryId);
if (!Category->IsCategoryHeaderVisible())
{
NoHeaderCategories.Add(CategoryId);
}
else
{
DataPackMap[CategoryId].Add(CategoryId);
if (FirstVisibleCategoryId == INDEX_NONE)
{
FirstVisibleCategoryId = CategoryId;
}
}
}
if ((FirstVisibleCategoryId != INDEX_NONE) && NoHeaderCategories.Num())
{
DataPackMap[FirstVisibleCategoryId].Append(NoHeaderCategories);
}
}
}