You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#rb phillip.kavan #ROBOMERGE-SOURCE: CL 4136215 in //UE4/Release-4.20/... #ROBOMERGE-BOT: RELEASE (Release-4.20 -> Release-Staging-4.20) #ROBOMERGE-AUTHOR: ben.zeigler [CL 4136217 by ben zeigler in Staging-4.20 branch]
185 lines
7.1 KiB
C++
185 lines
7.1 KiB
C++
// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "Modules/ModuleManager.h"
|
|
#include "Engine/World.h"
|
|
#include "GameplayDebugger.h"
|
|
#include "ISettingsModule.h"
|
|
#include "GameplayDebuggerAddonManager.h"
|
|
#include "GameplayDebuggerPlayerManager.h"
|
|
#include "GameplayDebuggerConfig.h"
|
|
|
|
#include "GameplayDebuggerExtension_Spectator.h"
|
|
#include "GameplayDebuggerExtension_HUD.h"
|
|
|
|
#if WITH_EDITOR
|
|
#include "PropertyEditorModule.h"
|
|
#include "EditorModeRegistry.h"
|
|
#include "Editor/GameplayDebuggerCategoryConfigCustomization.h"
|
|
#include "Editor/GameplayDebuggerExtensionConfigCustomization.h"
|
|
#include "Editor/GameplayDebuggerInputConfigCustomization.h"
|
|
#include "Editor/GameplayDebuggerEdMode.h"
|
|
#endif
|
|
|
|
class FGameplayDebuggerModule : public IGameplayDebugger
|
|
{
|
|
public:
|
|
virtual void StartupModule() override;
|
|
virtual void ShutdownModule() override;
|
|
|
|
virtual void RegisterCategory(FName CategoryName, IGameplayDebugger::FOnGetCategory MakeInstanceDelegate, EGameplayDebuggerCategoryState CategoryState, int32 SlotIdx) override;
|
|
virtual void UnregisterCategory(FName CategoryName) override;
|
|
virtual void NotifyCategoriesChanged() override;
|
|
virtual void RegisterExtension(FName ExtensionName, IGameplayDebugger::FOnGetExtension MakeInstanceDelegate) override;
|
|
virtual void UnregisterExtension(FName ExtensionName) override;
|
|
virtual void NotifyExtensionsChanged() override;
|
|
|
|
AGameplayDebuggerPlayerManager& GetPlayerManager(UWorld* World);
|
|
void OnWorldInitialized(UWorld* World, const UWorld::InitializationValues IVS);
|
|
|
|
FGameplayDebuggerAddonManager AddonManager;
|
|
TMap<TWeakObjectPtr<UWorld>, TWeakObjectPtr<AGameplayDebuggerPlayerManager>> PlayerManagers;
|
|
};
|
|
|
|
IMPLEMENT_MODULE(FGameplayDebuggerModule, GameplayDebugger)
|
|
|
|
void FGameplayDebuggerModule::StartupModule()
|
|
{
|
|
// This code will execute after your module is loaded into memory (but after global variables are initialized, of course.)
|
|
FWorldDelegates::OnPostWorldInitialization.AddRaw(this, &FGameplayDebuggerModule::OnWorldInitialized);
|
|
|
|
UGameplayDebuggerConfig* SettingsCDO = UGameplayDebuggerConfig::StaticClass()->GetDefaultObject<UGameplayDebuggerConfig>();
|
|
if (SettingsCDO)
|
|
{
|
|
ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
|
|
if (SettingsModule)
|
|
{
|
|
SettingsModule->RegisterSettings("Project", "Engine", "GameplayDebugger",
|
|
NSLOCTEXT("GameplayDebuggerModule", "SettingsName", "Gameplay Debugger"),
|
|
NSLOCTEXT("GameplayDebuggerModule", "SettingsDescription", "Settings for the gameplay debugger tool."),
|
|
SettingsCDO);
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
FPropertyEditorModule& PropertyEditorModule = FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor");
|
|
PropertyEditorModule.RegisterCustomPropertyTypeLayout("GameplayDebuggerCategoryConfig", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FGameplayDebuggerCategoryConfigCustomization::MakeInstance));
|
|
PropertyEditorModule.RegisterCustomPropertyTypeLayout("GameplayDebuggerExtensionConfig", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FGameplayDebuggerExtensionConfigCustomization::MakeInstance));
|
|
PropertyEditorModule.RegisterCustomPropertyTypeLayout("GameplayDebuggerInputConfig", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FGameplayDebuggerInputConfigCustomization::MakeInstance));
|
|
|
|
FEditorModeRegistry::Get().RegisterMode<FGameplayDebuggerEdMode>(FGameplayDebuggerEdMode::EM_GameplayDebugger);
|
|
#endif
|
|
|
|
AddonManager.RegisterExtension("GameHUD", FOnGetExtension::CreateStatic(&FGameplayDebuggerExtension_HUD::MakeInstance));
|
|
AddonManager.RegisterExtension("Spectator", FOnGetExtension::CreateStatic(&FGameplayDebuggerExtension_Spectator::MakeInstance));
|
|
AddonManager.NotifyExtensionsChanged();
|
|
}
|
|
}
|
|
|
|
void FGameplayDebuggerModule::ShutdownModule()
|
|
{
|
|
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
|
|
// we call this function before unloading the module.
|
|
FWorldDelegates::OnPostWorldInitialization.RemoveAll(this);
|
|
|
|
ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
|
|
if (SettingsModule)
|
|
{
|
|
SettingsModule->UnregisterSettings("Project", "Engine", "GameplayDebugger");
|
|
}
|
|
|
|
#if WITH_EDITOR
|
|
|
|
FPropertyEditorModule* PropertyEditorModule = FModuleManager::GetModulePtr<FPropertyEditorModule>("PropertyEditor");
|
|
if (PropertyEditorModule)
|
|
{
|
|
PropertyEditorModule->UnregisterCustomPropertyTypeLayout("GameplayDebuggerCategoryConfig");
|
|
PropertyEditorModule->UnregisterCustomPropertyTypeLayout("GameplayDebuggerExtensionConfig");
|
|
PropertyEditorModule->UnregisterCustomPropertyTypeLayout("GameplayDebuggerInputConfig");
|
|
}
|
|
|
|
FEditorModeRegistry::Get().UnregisterMode(FGameplayDebuggerEdMode::EM_GameplayDebugger);
|
|
#endif
|
|
}
|
|
|
|
void FGameplayDebuggerModule::RegisterCategory(FName CategoryName, IGameplayDebugger::FOnGetCategory MakeInstanceDelegate, EGameplayDebuggerCategoryState CategoryState, int32 SlotIdx)
|
|
{
|
|
AddonManager.RegisterCategory(CategoryName, MakeInstanceDelegate, CategoryState, SlotIdx);
|
|
}
|
|
|
|
void FGameplayDebuggerModule::UnregisterCategory(FName CategoryName)
|
|
{
|
|
AddonManager.UnregisterCategory(CategoryName);
|
|
}
|
|
|
|
void FGameplayDebuggerModule::NotifyCategoriesChanged()
|
|
{
|
|
AddonManager.NotifyCategoriesChanged();
|
|
}
|
|
|
|
void FGameplayDebuggerModule::RegisterExtension(FName ExtensionName, IGameplayDebugger::FOnGetExtension MakeInstanceDelegate)
|
|
{
|
|
AddonManager.RegisterExtension(ExtensionName, MakeInstanceDelegate);
|
|
}
|
|
|
|
void FGameplayDebuggerModule::UnregisterExtension(FName ExtensionName)
|
|
{
|
|
AddonManager.UnregisterExtension(ExtensionName);
|
|
}
|
|
|
|
void FGameplayDebuggerModule::NotifyExtensionsChanged()
|
|
{
|
|
AddonManager.NotifyExtensionsChanged();
|
|
}
|
|
|
|
FGameplayDebuggerAddonManager& FGameplayDebuggerAddonManager::GetCurrent()
|
|
{
|
|
FGameplayDebuggerModule& Module = FModuleManager::LoadModuleChecked<FGameplayDebuggerModule>("GameplayDebugger");
|
|
return Module.AddonManager;
|
|
}
|
|
|
|
AGameplayDebuggerPlayerManager& AGameplayDebuggerPlayerManager::GetCurrent(UWorld* World)
|
|
{
|
|
FGameplayDebuggerModule& Module = FModuleManager::LoadModuleChecked<FGameplayDebuggerModule>("GameplayDebugger");
|
|
return Module.GetPlayerManager(World);
|
|
}
|
|
|
|
AGameplayDebuggerPlayerManager& FGameplayDebuggerModule::GetPlayerManager(UWorld* World)
|
|
{
|
|
const int32 PurgeInvalidWorldsSize = 5;
|
|
if (PlayerManagers.Num() > PurgeInvalidWorldsSize)
|
|
{
|
|
for (TMap<TWeakObjectPtr<UWorld>, TWeakObjectPtr<AGameplayDebuggerPlayerManager> >::TIterator It(PlayerManagers); It; ++It)
|
|
{
|
|
if (!It.Key().IsValid())
|
|
{
|
|
It.RemoveCurrent();
|
|
}
|
|
else if (!It.Value().IsValid())
|
|
{
|
|
It.RemoveCurrent();
|
|
}
|
|
}
|
|
}
|
|
|
|
TWeakObjectPtr<AGameplayDebuggerPlayerManager> Manager = PlayerManagers.FindRef(World);
|
|
AGameplayDebuggerPlayerManager* ManagerOb = Manager.Get();
|
|
|
|
if (ManagerOb == nullptr)
|
|
{
|
|
ManagerOb = World->SpawnActor<AGameplayDebuggerPlayerManager>();
|
|
PlayerManagers.Add(World, ManagerOb);
|
|
}
|
|
|
|
check(ManagerOb);
|
|
return *ManagerOb;
|
|
}
|
|
|
|
void FGameplayDebuggerModule::OnWorldInitialized(UWorld* World, const UWorld::InitializationValues IVS)
|
|
{
|
|
// make sure that world has valid player manager, create when it doesn't
|
|
if (World && World->IsGameWorld())
|
|
{
|
|
GetPlayerManager(World);
|
|
}
|
|
}
|