Files
UnrealEngineUWP/Engine/Source/Runtime/GameplayDebugger/Public/GameplayDebuggerAddonBase.h
guillaume guay b59eecf4c5 - Moved GameplayDebugger from Developer/ into Runtime/ and Editor source folder to be able to use it in shipping build.
- Moved the code originally in a Editor/ folder into its own GameplayDebuggerEditor module and added it so it get dynamically loaded in the editor
- Added some delegates so GameplayDebugger code can communicate to GameplayDebuggerEditor without referencing it. As only GameplayDebuggerEditor should reference GameplayDebugger, not the opposite.

#preflight https://horde.devtools.epicgames.com/job/637808462a05dabce95c5b9e
[REVIEW] https://p4-swarm.epicgames.net/reviews/23207203
[FYI] guillaume.morreel, andrew.ladenberger

[CL 23258875 by guillaume guay in ue5-main branch]
2022-11-24 09:49:23 -05:00

109 lines
3.5 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameplayDebuggerTypes.h"
class UWorld;
class AActor;
class APlayerController;
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;
UWorld* GetWorldFromReplicator() const;
/** Returns the first non-null world associated with, in order: OwnerPC, DebugActor, AGameplayDebuggerCategoryReplicator owner */
UWorld* GetDataWorld(const APlayerController* OwnerPC, const AActor* DebugActor) 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::TMethodPtr< UserClass > 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::TMethodPtr< UserClass > 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::TMethodPtr< UserClass > 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;
};