Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Public/GameplayDebuggerAddonBase.h
ryan durand 471d972e62 Updating copyright for Engine Developer.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870584 by ryan durand in Main branch]
2019-12-26 15:32:37 -05:00

104 lines
3.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameplayDebuggerTypes.h"
class AActor;
class AGameplayDebuggerCategoryReplicator;
class GAMEPLAYDEBUGGER_API FGameplayDebuggerAddonBase : public TSharedFromThis<FGameplayDebuggerAddonBase>
{
public:
virtual ~FGameplayDebuggerAddonBase() {}
int32 GetNumInputHandlers() const { return InputHandlers.Num(); }
FGameplayDebuggerInputHandler& GetInputHandler(int32 HandlerId) { return InputHandlers[HandlerId]; }
FString GetInputHandlerDescription(int32 HandlerId) const;
/** [ALL] called when gameplay debugger is activated */
virtual void OnGameplayDebuggerActivated();
/** [ALL] called when gameplay debugger is deactivated */
virtual void OnGameplayDebuggerDeactivated();
/** check if simulate in editor mode is active */
static bool IsSimulateInEditor();
protected:
/** tries to find selected actor in local world */
AActor* FindLocalDebugActor() const;
/** returns replicator actor */
AGameplayDebuggerCategoryReplicator* GetReplicator() const;
/** creates new key binding handler: single key press */
template<class UserClass>
bool BindKeyPress(FName KeyName, UserClass* KeyHandlerObject, typename FGameplayDebuggerInputHandler::FHandler::TRawMethodDelegate< UserClass >::FMethodPtr KeyHandlerFunc, EGameplayDebuggerInputMode InputMode = EGameplayDebuggerInputMode::Local)
{
FGameplayDebuggerInputHandler NewHandler;
NewHandler.KeyName = KeyName;
NewHandler.Delegate.BindRaw(KeyHandlerObject, KeyHandlerFunc);
NewHandler.Mode = InputMode;
if (NewHandler.IsValid())
{
InputHandlers.Add(NewHandler);
return true;
}
return false;
}
/** creates new key binding handler: key press with modifiers */
template<class UserClass>
bool BindKeyPress(FName KeyName, FGameplayDebuggerInputModifier KeyModifer, UserClass* KeyHandlerObject, typename FGameplayDebuggerInputHandler::FHandler::TRawMethodDelegate< UserClass >::FMethodPtr KeyHandlerFunc, EGameplayDebuggerInputMode InputMode = EGameplayDebuggerInputMode::Local)
{
FGameplayDebuggerInputHandler NewHandler;
NewHandler.KeyName = KeyName;
NewHandler.Modifier = KeyModifer;
NewHandler.Delegate.BindRaw(KeyHandlerObject, KeyHandlerFunc);
NewHandler.Mode = InputMode;
if (NewHandler.IsValid())
{
InputHandlers.Add(NewHandler);
return true;
}
return false;
}
/** creates new key binding handler: customizable key press, stored in config files */
template<class UserClass>
bool BindKeyPress(const FGameplayDebuggerInputHandlerConfig& InputConfig, UserClass* KeyHandlerObject, typename FGameplayDebuggerInputHandler::FHandler::TRawMethodDelegate< UserClass >::FMethodPtr KeyHandlerFunc, EGameplayDebuggerInputMode InputMode = EGameplayDebuggerInputMode::Local)
{
FGameplayDebuggerInputHandler NewHandler;
NewHandler.KeyName = InputConfig.KeyName;
NewHandler.Modifier = InputConfig.Modifier;
NewHandler.Delegate.BindRaw(KeyHandlerObject, KeyHandlerFunc);
NewHandler.Mode = InputMode;
if (NewHandler.IsValid())
{
InputHandlers.Add(NewHandler);
return true;
}
return false;
}
private:
friend class FGameplayDebuggerAddonManager;
/** list of input handlers */
TArray<FGameplayDebuggerInputHandler> InputHandlers;
/** replicator actor */
TWeakObjectPtr<AGameplayDebuggerCategoryReplicator> RepOwner;
};