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#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2912513 on 2016/03/16 by David.Ratti
attempted cook fix
#rb none
#tests compile
Change 2912456 on 2016/03/16 by Zak.Middleton
#ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly.
#rb John.Pollard
#tests Replays and MultiPIE vs AI
Change 2912386 on 2016/03/16 by Ben.Marsh
BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces.
Change 2912378 on 2016/03/16 by Ben.Marsh
BuildGraph: Fix format of custom build arguments when running with buildgraph.
Change 2912318 on 2016/03/16 by Marcus.Wassmer
Fix mallocleakdetection false positives, and hash collision data corruption.
#rb none
#test leak finding on goldenpath
Change 2912242 on 2016/03/16 by Lukasz.Furman
CIS fix
#rb none
#tests none
Change 2912239 on 2016/03/16 by Ben.Marsh
UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there.
#rb none
#tests generated project files using UGS after making change
Change 2912211 on 2016/03/16 by Ben.Marsh
BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders.
#rb none
#codereview Wes.Hunt
#tests none
Change 2912196 on 2016/03/16 by Mieszko.Zielinski
Added a missing #pragma once to GameplayDebuggerCompat.h #Orion
#rb Lukasz.Furman
#test none
Change 2912165 on 2016/03/16 by Lukasz.Furman
new gameplay debugger and some replication fixes (disabled by default)
uncommment debugger's setup line in FOrionGameModule::StartupModule to enable
#orion
#rb none
#tests yes, a lot.
#codereview Mieszko.Zielinski
Change 2912065 on 2016/03/16 by Jason.Bestimt
[AUTOMERGE]
#ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016
#RB:none
#Tests:none
#CodeReview: matt.schembari
--------
Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56.
Change 2912045 on 2016/03/16 by David.Ratti
Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues
#rb DanY
#tests PIE
Change 2912030 on 2016/03/16 by Alex.Fennell
Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/...
support for cookies across curl easy handles in libcurl
#TESTS: cookie support confirmed by using the http test targetting google.com
#RB: david.nikdel
#codereview: david.nikdel, jason.bestimt
Change 2911870 on 2016/03/16 by Laurent.Delayen
- Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications.
- FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from.
- New notifications are backwards compatible with old.
- Added bIsNativeBranchingPoint flag to notify classes to force them into branching points.
#rb martin.wilson, frank.gigliotti
#tests Kuro VS Rampage abilities in networked PIE
Change 2911763 on 2016/03/16 by Nick.Atamas
Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue.
#rb none
#test Editor does not crash.
#codereview Matt.Kuhlenschmidt
Change 2911631 on 2016/03/16 by Dmitry.Rekman
Fix AvgPing perfcounter being occasionally NaN (FORT-20523)
- Prevent division by zero.
#rb none
[CL 2917701 by Andrew Grant in Main branch]
787 lines
28 KiB
C++
787 lines
28 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "GameplayDebuggerPrivatePCH.h"
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#include "GameplayDebuggerLocalController.h"
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#include "GameplayDebuggerPlayerManager.h"
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#include "GameplayDebuggerAddonManager.h"
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#include "GameplayDebuggerExtension.h"
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#include "GameplayDebuggerConfig.h"
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#include "Debug/DebugDrawService.h"
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#include "DrawDebugHelpers.h"
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#include "Engine/Selection.h"
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#include "Engine/Canvas.h"
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#include "GameFramework/PlayerInput.h"
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#include "GameFramework/Pawn.h"
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UGameplayDebuggerLocalController::UGameplayDebuggerLocalController(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
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{
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bSimulateMode = false;
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bNeedsCleanup = false;
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bIsSelectingActor = false;
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bIsLocallyEnabled = false;
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bPrevLocallyEnabled = false;
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ActiveRowIdx = 0;
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}
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void UGameplayDebuggerLocalController::Initialize(AGameplayDebuggerCategoryReplicator& Replicator, AGameplayDebuggerPlayerManager& Manager)
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{
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CachedReplicator = &Replicator;
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CachedPlayerManager = &Manager;
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bSimulateMode = FGameplayDebuggerAddonBase::IsSimulateInEditor();
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UDebugDrawService::Register(bSimulateMode ? TEXT("DebugAI") : TEXT("Game"), FDebugDrawDelegate::CreateUObject(this, &UGameplayDebuggerLocalController::OnDebugDraw));
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if (bSimulateMode)
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{
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USelection::SelectionChangedEvent.AddUObject(this, &UGameplayDebuggerLocalController::OnSelectionChanged);
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}
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FGameplayDebuggerAddonManager& AddonManager = FGameplayDebuggerAddonManager::GetCurrent();
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AddonManager.OnExtensionsChanged.AddUObject(this, &UGameplayDebuggerLocalController::OnExtensionsChanged);
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AddonManager.OnCategoriesChanged.AddUObject(this, &UGameplayDebuggerLocalController::OnCategoriesChanged);
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AddonManager.CreateExtensions(Replicator, Extensions);
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OnCategoriesChanged();
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const UGameplayDebuggerConfig* SettingsCDO = UGameplayDebuggerConfig::StaticClass()->GetDefaultObject<UGameplayDebuggerConfig>();
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const FKey NumpadKeys[] = { EKeys::NumPadZero, EKeys::NumPadOne, EKeys::NumPadTwo, EKeys::NumPadThree, EKeys::NumPadFour,
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EKeys::NumPadFive, EKeys::NumPadSix, EKeys::NumPadSeven, EKeys::NumPadEight, EKeys::NumPadNine };
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const FKey CategorySlots[] = { SettingsCDO->CategorySlot0, SettingsCDO->CategorySlot1, SettingsCDO->CategorySlot2, SettingsCDO->CategorySlot3, SettingsCDO->CategorySlot4,
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SettingsCDO->CategorySlot5, SettingsCDO->CategorySlot6, SettingsCDO->CategorySlot7, SettingsCDO->CategorySlot8, SettingsCDO->CategorySlot9 };
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bool bIsNumpadOnly = true;
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for (int32 Idx = 0; Idx < ARRAY_COUNT(CategorySlots); Idx++)
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{
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bool bHasPattern = false;
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for (int32 PatternIdx = 0; PatternIdx < ARRAY_COUNT(NumpadKeys); PatternIdx++)
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{
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if (CategorySlots[Idx] == NumpadKeys[PatternIdx])
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{
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bHasPattern = true;
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break;
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}
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}
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if (!bHasPattern)
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{
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bIsNumpadOnly = false;
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break;
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}
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}
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ActivationKeyDesc = GetKeyDescriptionLong(SettingsCDO->ActivationKey);
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RowUpKeyDesc = GetKeyDescriptionShort(SettingsCDO->CategoryRowPrevKey);
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RowDownKeyDesc = GetKeyDescriptionShort(SettingsCDO->CategoryRowNextKey);
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CategoryKeysDesc = bIsNumpadOnly ? TEXT("{yellow}Numpad{white}") : TEXT("highlighted keys");
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PaddingLeft = SettingsCDO->DebugCanvasPaddingLeft;
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PaddingRight = SettingsCDO->DebugCanvasPaddingRight;
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PaddingTop = SettingsCDO->DebugCanvasPaddingTop;
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PaddingBottom = SettingsCDO->DebugCanvasPaddingBottom;
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bNeedsCleanup = true;
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}
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void UGameplayDebuggerLocalController::Cleanup()
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{
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if (bSimulateMode)
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{
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USelection::SelectionChangedEvent.RemoveAll(this);
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}
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bNeedsCleanup = false;
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}
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void UGameplayDebuggerLocalController::BeginDestroy()
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{
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Super::BeginDestroy();
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if (bNeedsCleanup)
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{
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Cleanup();
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}
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}
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void UGameplayDebuggerLocalController::OnDebugDraw(class UCanvas* Canvas, class APlayerController* PC)
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{
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if (CachedReplicator && CachedReplicator->IsEnabled())
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{
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FGameplayDebuggerCanvasContext CanvasContext(Canvas, GEngine->GetSmallFont());
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CanvasContext.CursorX = CanvasContext.DefaultX = PaddingLeft;
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CanvasContext.CursorY = CanvasContext.DefaultY = PaddingTop;
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if (bSimulateMode)
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{
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DrawSimulateHeader(CanvasContext);
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}
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else
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{
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DrawHeader(CanvasContext);
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}
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if (DataPackMap.Num() != NumCategories)
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{
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RebuildDataPackMap();
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}
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const bool bHasDebugActor = CachedReplicator->HasDebugActor();
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for (int32 Idx = 0; Idx < NumCategories; Idx++)
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{
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TSharedRef<FGameplayDebuggerCategory> Category = CachedReplicator->GetCategory(Idx);
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if (Category->ShouldDrawCategory(bHasDebugActor))
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{
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if (Category->IsCategoryHeaderVisible())
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{
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DrawCategoryHeader(Idx, Category, CanvasContext);
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}
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Category->DrawCategory(CachedReplicator->GetReplicationOwner(), CanvasContext);
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}
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}
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}
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}
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extern RENDERCORE_API FTexture* GWhiteTexture;
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void UGameplayDebuggerLocalController::DrawHeader(FGameplayDebuggerCanvasContext& CanvasContext)
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{
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const int32 NumRows = (NumCategorySlots + 9) / 10;
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const float LineHeight = CanvasContext.GetLineHeight();
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const int32 NumExtensionRows = (Extensions.Num() > 0) ? 1 : 0;
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const float CanvasSizeX = CanvasContext.Canvas->SizeX - PaddingLeft - PaddingRight;
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const float BackgroundPadding = 5.0f;
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const float BackgroundPaddingBothSides = BackgroundPadding * 2.0f;
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if (NumRows > 1)
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{
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FCanvasTileItem TileItemUpper(FVector2D(0, 0), GWhiteTexture, FVector2D(CanvasSizeX + BackgroundPaddingBothSides, (LineHeight * (ActiveRowIdx + NumExtensionRows + 1)) + BackgroundPadding), FLinearColor(0, 0, 0, 0.2f));
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FCanvasTileItem ActiveRowTileItem(FVector2D(0, 0), GWhiteTexture, FVector2D(CanvasSizeX + BackgroundPaddingBothSides, LineHeight), FLinearColor(0, 0.5f, 0, 0.3f));
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FCanvasTileItem TileItemLower(FVector2D(0, 0), GWhiteTexture, FVector2D(CanvasSizeX + BackgroundPaddingBothSides, LineHeight * ((NumRows - ActiveRowIdx - 1)) + BackgroundPadding), FLinearColor(0, 0, 0, 0.2f));
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TileItemUpper.BlendMode = SE_BLEND_Translucent;
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ActiveRowTileItem.BlendMode = SE_BLEND_Translucent;
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TileItemLower.BlendMode = SE_BLEND_Translucent;
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CanvasContext.DrawItem(TileItemUpper, PaddingLeft - BackgroundPadding, PaddingTop - BackgroundPadding);
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CanvasContext.DrawItem(ActiveRowTileItem, PaddingLeft - BackgroundPadding, PaddingTop - BackgroundPadding + TileItemUpper.Size.Y);
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CanvasContext.DrawItem(TileItemLower, PaddingLeft - BackgroundPadding, PaddingTop - BackgroundPadding + TileItemUpper.Size.Y + ActiveRowTileItem.Size.Y);
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}
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else
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{
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FCanvasTileItem TileItem(FVector2D(0, 0), GWhiteTexture, FVector2D(CanvasSizeX, LineHeight * (NumRows + NumExtensionRows + 1)) + BackgroundPaddingBothSides, FLinearColor(0, 0, 0, 0.2f));
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TileItem.BlendMode = SE_BLEND_Translucent;
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CanvasContext.DrawItem(TileItem, PaddingLeft - BackgroundPadding, PaddingTop - BackgroundPadding);
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}
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CanvasContext.Printf(TEXT("Tap {yellow}%s{white} to close, use %s to toggle catories."), *ActivationKeyDesc, *CategoryKeysDesc);
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const FString DebugActorDesc = FString::Printf(TEXT("Debug actor: {cyan}%s"), *CachedReplicator->GetDebugActorName().ToString());
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float DebugActorSizeX = 0.0f, DebugActorSizeY = 0.0f;
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CanvasContext.MeasureString(DebugActorDesc, DebugActorSizeX, DebugActorSizeY);
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CanvasContext.PrintAt(CanvasContext.Canvas->SizeX - PaddingRight - DebugActorSizeX, PaddingTop, DebugActorDesc);
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const FString TimestampDesc = FString::Printf(TEXT("Time: %.2fs"), CachedReplicator->GetWorld()->GetTimeSeconds());
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float TimestampSizeX = 0.0f, TimestampSizeY = 0.0f;
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CanvasContext.MeasureString(TimestampDesc, TimestampSizeX, TimestampSizeY);
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CanvasContext.PrintAt((CanvasSizeX - TimestampSizeX) * 0.5f, PaddingTop, TimestampDesc);
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if (NumRows > 1)
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{
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const FString ChangeRowDesc = FString::Printf(TEXT("Prev row: {yellow}%s\n{white}Next row: {yellow}%s"), *RowUpKeyDesc, *RowDownKeyDesc);
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float RowDescSizeX = 0.0f, RowDescSizeY = 0.0f;
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CanvasContext.MeasureString(ChangeRowDesc, RowDescSizeX, RowDescSizeY);
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CanvasContext.PrintAt(CanvasContext.Canvas->SizeX - PaddingRight - RowDescSizeX, PaddingTop + LineHeight * (NumExtensionRows + 1), ChangeRowDesc);
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}
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if (NumExtensionRows)
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{
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FString ExtensionRowDesc;
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for (int32 ExtensionIdx = 0; ExtensionIdx < Extensions.Num(); ExtensionIdx++)
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{
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FString ExtensionDesc = Extensions[ExtensionIdx]->GetDescription();
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ExtensionDesc.ReplaceInline(TEXT("\n"), TEXT(""));
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if (ExtensionDesc.Len())
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{
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if (ExtensionRowDesc.Len())
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{
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ExtensionRowDesc += FGameplayDebuggerCanvasStrings::SeparatorSpace;
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}
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ExtensionRowDesc += ExtensionDesc;
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}
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}
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CanvasContext.Print(ExtensionRowDesc);
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}
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for (int32 RowIdx = 0; RowIdx < NumRows; RowIdx++)
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{
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FString CategoryRowDesc;
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for (int32 Idx = 0; Idx < 10; Idx++)
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{
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const int32 CategorySlotIdx = (RowIdx * 10) + Idx;
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if (SlotCategoryIds.IsValidIndex(CategorySlotIdx) &&
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SlotNames.IsValidIndex(CategorySlotIdx) &&
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SlotCategoryIds[CategorySlotIdx].Num())
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{
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TSharedRef<FGameplayDebuggerCategory> Category0 = CachedReplicator->GetCategory(SlotCategoryIds[CategorySlotIdx][0]);
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const bool bIsEnabled = Category0->IsCategoryEnabled();
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const FString CategoryColorName = (RowIdx == ActiveRowIdx) && (NumRows > 1) ?
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(bIsEnabled ? *FGameplayDebuggerCanvasStrings::ColorNameEnabledActiveRow : *FGameplayDebuggerCanvasStrings::ColorNameDisabledActiveRow) :
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(bIsEnabled ? *FGameplayDebuggerCanvasStrings::ColorNameEnabled : *FGameplayDebuggerCanvasStrings::ColorNameDisabled);
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const FString CategoryDesc = (RowIdx == ActiveRowIdx) ?
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FString::Printf(TEXT("%s{%s}%d:{%s}%s"),
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Idx ? *FGameplayDebuggerCanvasStrings::SeparatorSpace : TEXT(""),
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*FGameplayDebuggerCanvasStrings::ColorNameInput,
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Idx,
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*CategoryColorName,
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*SlotNames[CategorySlotIdx]) :
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FString::Printf(TEXT("%s{%s}%s"),
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Idx ? *FGameplayDebuggerCanvasStrings::Separator : TEXT(""),
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*CategoryColorName,
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*SlotNames[CategorySlotIdx]);
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CategoryRowDesc += CategoryDesc;
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}
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}
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CanvasContext.Print(CategoryRowDesc);
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}
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CanvasContext.DefaultY = CanvasContext.CursorY + LineHeight;
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}
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void UGameplayDebuggerLocalController::DrawSimulateHeader(FGameplayDebuggerCanvasContext& CanvasContext)
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{
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const float LineHeight = CanvasContext.GetLineHeight();
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const float NewCategoryPosY = (CanvasContext.DefaultY * 2.0f) + (LineHeight * 3.0f);
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const float BackgroundPadding = 5.0f;
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const FString TimestampDesc = FString::Printf(TEXT("GameplayDebugger time: %.2fs"), CachedReplicator->GetWorld()->GetTimeSeconds());
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float TimestampSizeX = 0.0f, TimestampSizeY = 0.0f;
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CanvasContext.MeasureString(TimestampDesc, TimestampSizeX, TimestampSizeY);
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const FString DebugActorDesc = FString::Printf(TEXT("Selected actor: {cyan}%s"), *CachedReplicator->GetDebugActorName().ToString());
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float DebugActorSizeX = 0.0f, DebugActorSizeY = 0.0f;
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CanvasContext.MeasureString(DebugActorDesc, DebugActorSizeX, DebugActorSizeY);
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const float BackgroundSizeX = FMath::Max(DebugActorSizeX, TimestampSizeX) + (BackgroundPadding * 2.f);
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FCanvasTileItem TileItem(FVector2D(0, 0), GWhiteTexture, FVector2D(BackgroundSizeX, (2.0f * LineHeight) + (2.0f * BackgroundPadding)), FLinearColor(0, 0, 0, 0.2f));
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TileItem.BlendMode = SE_BLEND_Translucent;
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CanvasContext.DrawItem(TileItem, (CanvasContext.Canvas->SizeX - BackgroundSizeX) * 0.5f, PaddingTop - BackgroundPadding);
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CanvasContext.PrintAt((CanvasContext.Canvas->SizeX - TimestampSizeX) * 0.5f, PaddingTop, TimestampDesc);
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CanvasContext.PrintAt((CanvasContext.Canvas->SizeX - DebugActorSizeX) * 0.5f, PaddingTop + LineHeight, DebugActorDesc);
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CanvasContext.DefaultY = CanvasContext.CursorY = NewCategoryPosY;
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}
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void UGameplayDebuggerLocalController::DrawCategoryHeader(int32 CategoryId, TSharedRef<FGameplayDebuggerCategory> Category, FGameplayDebuggerCanvasContext& CanvasContext)
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{
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FString DataPackDesc;
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if (DataPackMap.IsValidIndex(CategoryId) && !Category->IsCategoryAuth() && !Category->ShouldDrawReplicationStatus())
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{
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// collect brief data pack status, detailed info is displayed only when ShouldDrawReplicationStatus is true
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const int32 CurrentSyncCounter = CachedReplicator->GetDebugActorCounter();
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DataPackDesc = TEXT("{white} ver[");
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bool bIsPrevOutdated = false;
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bool bAddSeparator = false;
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for (int32 Idx = 0; Idx < DataPackMap[CategoryId].Num(); Idx++)
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{
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TSharedRef<FGameplayDebuggerCategory> MappedCategory = CachedReplicator->GetCategory(DataPackMap[CategoryId][Idx]);
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for (int32 DataPackIdx = 0; DataPackIdx < MappedCategory->GetNumDataPacks(); DataPackIdx++)
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{
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FGameplayDebuggerDataPack::FHeader DataHeader = MappedCategory->GetDataPackHeaderCopy(DataPackIdx);
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const bool bIsOutdated = (DataHeader.SyncCounter != CurrentSyncCounter);
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if (bAddSeparator)
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{
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DataPackDesc += TEXT(';');
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}
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if (bIsOutdated != bIsPrevOutdated)
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{
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DataPackDesc += bIsOutdated ? TEXT("{red}") : TEXT("{white}");
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bIsPrevOutdated = bIsOutdated;
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}
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DataPackDesc += TTypeToString<int16>::ToString(DataHeader.DataVersion);
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bAddSeparator = true;
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}
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}
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if (bIsPrevOutdated)
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{
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DataPackDesc += TEXT("{white}");
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}
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DataPackDesc += TEXT(']');
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}
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CanvasContext.MoveToNewLine();
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CanvasContext.Printf(FColor::Green, TEXT("[CATEGORY: %s]%s"), *Category->GetCategoryName().ToString(), *DataPackDesc);
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}
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void UGameplayDebuggerLocalController::BindInput(UInputComponent& InputComponent)
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{
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TSet<FName> UsedBindings;
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const UGameplayDebuggerConfig* SettingsCDO = UGameplayDebuggerConfig::StaticClass()->GetDefaultObject<UGameplayDebuggerConfig>();
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InputComponent.BindKey(SettingsCDO->ActivationKey, IE_Pressed, this, &UGameplayDebuggerLocalController::OnActivationPressed);
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InputComponent.BindKey(SettingsCDO->ActivationKey, IE_Released, this, &UGameplayDebuggerLocalController::OnActivationReleased);
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UsedBindings.Add(SettingsCDO->ActivationKey.GetFName());
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if (bIsLocallyEnabled)
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{
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InputComponent.BindKey(SettingsCDO->CategorySlot0, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory0Pressed);
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InputComponent.BindKey(SettingsCDO->CategorySlot1, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory1Pressed);
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InputComponent.BindKey(SettingsCDO->CategorySlot2, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory2Pressed);
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InputComponent.BindKey(SettingsCDO->CategorySlot3, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory3Pressed);
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InputComponent.BindKey(SettingsCDO->CategorySlot4, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory4Pressed);
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InputComponent.BindKey(SettingsCDO->CategorySlot5, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory5Pressed);
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InputComponent.BindKey(SettingsCDO->CategorySlot6, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory6Pressed);
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InputComponent.BindKey(SettingsCDO->CategorySlot7, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory7Pressed);
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InputComponent.BindKey(SettingsCDO->CategorySlot8, IE_Pressed, this, &UGameplayDebuggerLocalController::OnCategory8Pressed);
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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);
|
|
|
|
// 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;
|
|
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);
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
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();
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|