Files
UnrealEngine/Engine/Source/Runtime/GameplayDebugger/Private/GameplayDebuggerLocalController.cpp
2025-05-18 13:04:45 +08:00

1272 lines
46 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "GameplayDebuggerLocalController.h"
#include "Engine/Engine.h"
#include "InputCoreTypes.h"
#include "Framework/Commands/InputChord.h"
#include "Components/InputComponent.h"
#include "Misc/App.h"
#include "SceneView.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 "GameplayDebuggerModule.h"
#include "Debug/DebugDrawService.h"
#include "Engine/Selection.h"
#include "CanvasItem.h"
#include "Engine/Canvas.h"
#include "Engine/DebugCameraController.h"
#include "GameFramework/PlayerInput.h"
#include "EngineUtils.h"
#include "HAL/IConsoleManager.h"
#include "SceneInterface.h"
#include UE_INLINE_GENERATED_CPP_BY_NAME(GameplayDebuggerLocalController)
#if WITH_EDITOR
#include "Editor.h"
#endif // WITH_EDITOR
#if WITH_GAMEPLAY_DEBUGGER
bool UGameplayDebuggerLocalController::bConsoleCommandsEnabled = true;
#else
bool UGameplayDebuggerLocalController::bConsoleCommandsEnabled = false;
#endif
UGameplayDebuggerLocalController::UGameplayDebuggerLocalController(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
bSimulateMode = false;
bNeedsCleanup = false;
bIsSelectingActor = false;
bIsLocallyEnabled = false;
bPrevLocallyEnabled = false;
bEnableTextShadow = false;
bPrevScreenMessagesEnabled = false;
#if WITH_EDITOR
bActivateOnPIEEnd = false;
#endif // WITH_EDITOR
#if WITH_GAMEPLAY_DEBUGGER_MENU
ActiveRowIdx = 0;
if (HasAnyFlags(RF_ClassDefaultObject) == false)
{
HUDFont = NewObject<UFont>(this, TEXT("HUDFont"), RF_NoFlags, GEngine->GetSmallFont());
HUDFont->LegacyFontSize = UGameplayDebuggerUserSettings::GetFontSize(); //FGameplayDebuggerTweakables::FontSize;
}
#endif // WITH_GAMEPLAY_DEBUGGER_MENU
}
void UGameplayDebuggerLocalController::Initialize(AGameplayDebuggerCategoryReplicator& Replicator, AGameplayDebuggerPlayerManager& Manager)
{
CachedReplicator = &Replicator;
CachedPlayerManager = &Manager;
bSimulateMode = FGameplayDebuggerAddonBase::IsSimulateInEditor() || Replicator.IsEditorWorldReplicator();
#if WITH_GAMEPLAY_DEBUGGER_MENU
UDebugDrawService::Register(bSimulateMode ? TEXT("DebugAI") : TEXT("Game"), FDebugDrawDelegate::CreateUObject(this, &UGameplayDebuggerLocalController::OnDebugDraw));
#if WITH_EDITOR
if (bSimulateMode)
{
FGameplayDebuggerModule::OnLocalControllerInitialized.Broadcast();
}
if (GIsEditor)
{
USelection::SelectionChangedEvent.AddUObject(this, &UGameplayDebuggerLocalController::OnSelectionChanged);
USelection::SelectObjectEvent.AddUObject(this, &UGameplayDebuggerLocalController::OnSelectedObject);
if (Replicator.IsEditorWorldReplicator())
{
// bind to PIE start and end notifies to hide before pie and re-enable if need be when pie's done
FEditorDelegates::BeginPIE.AddUObject(this, &UGameplayDebuggerLocalController::OnBeginPIE);
FEditorDelegates::EndPIE.AddUObject(this, &UGameplayDebuggerLocalController::OnEndPIE);
}
}
#endif
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 < UE_ARRAY_COUNT(CategorySlots); Idx++)
{
bool bHasPattern = false;
for (int32 PatternIdx = 0; PatternIdx < UE_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;
bEnableTextShadow = SettingsCDO->bDebugCanvasEnableTextShadow;
#endif // WITH_GAMEPLAY_DEBUGGER_MENU
FGameplayDebuggerAddonManager& AddonManager = FGameplayDebuggerAddonManager::GetCurrent();
AddonManager.OnCategoriesChanged.AddUObject(this, &UGameplayDebuggerLocalController::OnCategoriesChanged);
OnCategoriesChanged();
// Restore shown categories from last session
RestoreCategories();
bNeedsCleanup = true;
}
void UGameplayDebuggerLocalController::Cleanup()
{
#if WITH_EDITOR
USelection::SelectionChangedEvent.RemoveAll(this);
USelection::SelectObjectEvent.RemoveAll(this);
if (bSimulateMode)
{
FGameplayDebuggerModule::OnLocalControllerUninitialized.Broadcast();
}
#endif // WITH_EDITOR
// If we are cleaning up while enabled, restore the screen messages flag
if (bIsLocallyEnabled && !GAreScreenMessagesEnabled)
{
GAreScreenMessagesEnabled = bPrevScreenMessagesEnabled;
}
bNeedsCleanup = false;
}
void UGameplayDebuggerLocalController::BeginDestroy()
{
Super::BeginDestroy();
if (bNeedsCleanup)
{
Cleanup();
}
}
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::RestoreCategories()
{
// Retrieve from config which categories were enabled last session
const TSet<FName>& EnabledCategories = GetDefault<UGameplayDebuggerUserSettings>()->EnabledCategories;
// If saved category list is empty, use the category's default visibility. This is when
// the user has never toggled a category or if they turned them all off.
if (EnabledCategories.IsEmpty())
{
return;
}
// Restore enabled and disabled categories from last session
const int32 NumReplicatorCategories = CachedReplicator->GetNumCategories();
for (int32 i = 0; i < NumReplicatorCategories; ++i)
{
// Get the category's name: this is saved to disk since id's are unstable
const TSharedRef<FGameplayDebuggerCategory>& Category = CachedReplicator->GetCategory(i);
const FName CategoryName = Category->GetCategoryName();
// Restore the category's enabled state
const bool bWasEnabledLastSession = EnabledCategories.Contains(CategoryName);
if (bWasEnabledLastSession != CachedReplicator->IsCategoryEnabled(i))
{
CachedReplicator->SetCategoryEnabled(i, bWasEnabledLastSession);
}
}
}
#if WITH_GAMEPLAY_DEBUGGER_MENU
void UGameplayDebuggerLocalController::OnDebugDraw(UCanvas* Canvas, APlayerController* PC)
{
check(Canvas);
if (CachedReplicator == nullptr || CachedReplicator->IsEnabled() == false || bDebugDrawEnabled == false)
{
return;
}
// we're checking if Scene's world is the same as CachedReplicator's since it can differ if we're debug-drawing
// in multiplayer PIE (OnDebugDraw is being called by a global multicast delegate, no world differentiation).
const FSceneInterface* Scene = (Canvas->Canvas) ? Canvas->Canvas->GetScene() : nullptr;
if (Scene && Scene->GetWorld() != CachedReplicator->GetWorld())
{
return;
}
FGameplayDebuggerCanvasContext CanvasContext(Canvas, HUDFont);
CanvasContext.CursorX = CanvasContext.DefaultX = PaddingLeft;
CanvasContext.CursorY = CanvasContext.DefaultY = PaddingTop;
CanvasContext.FontRenderInfo.bEnableShadow = bEnableTextShadow;
APlayerController* ReplicationOwner = CachedReplicator->GetReplicationOwner();
CanvasContext.PlayerController = ReplicationOwner;
CanvasContext.World = ReplicationOwner ? ReplicationOwner->GetWorld() : CachedReplicator->GetWorld();
DrawHeader(CanvasContext);
if (DataPackMap.Num() != NumCategories)
{
RebuildDataPackMap();
}
if (!Canvas->SceneView->ViewActor.IsSet())
{
CachedReplicator->SetViewPoint(Canvas->SceneView->ViewLocation, Canvas->SceneView->ViewRotation.Vector());
}
else if (CachedReplicator->IsViewPointSet())
{
CachedReplicator->ResetViewPoint();
}
const bool bHasDebugActor = CachedReplicator->HasDebugActor();
for (int32 Idx = 0; Idx < NumCategories; Idx++)
{
TSharedRef<FGameplayDebuggerCategory> Category = CachedReplicator->GetCategory(Idx);
if (Category->ShouldDrawCategory(bHasDebugActor))
{
// this is a special-case collection mode. If we want to collect data on the client this is the
// place to do it, after the data got potentially replicated over from the server, and just
// before drawing, so that new replicated data won't come in as we draw.
if ((Category->IsCategoryAuth() == false) && Category->ShouldCollectDataOnClient())
{
Category->CollectData(ReplicationOwner, CachedReplicator->GetDebugActor());
}
if (Category->IsCategoryHeaderVisible())
{
DrawCategoryHeader(Idx, Category, CanvasContext);
}
Category->DrawCategory(ReplicationOwner, CanvasContext);
}
}
}
extern RENDERCORE_API FTexture* GWhiteTexture;
void UGameplayDebuggerLocalController::DrawHeader(FGameplayDebuggerCanvasContext& CanvasContext)
{
const int32 NumRows = (NumCategorySlots + (NumCategoriesPerRow-1)) / NumCategoriesPerRow;
const float LineHeight = CanvasContext.GetLineHeight();
const int32 NumExtensions = bSimulateMode ? 0 : CachedReplicator->GetNumExtensions();
const int32 NumExtensionRows = (NumExtensions > 0) ? 1 : 0;
const float DPIScale = CanvasContext.Canvas->GetDPIScale();
const float CanvasSizeX = (CanvasContext.Canvas->SizeX / DPIScale) - 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 categories."), *CategoryKeysDesc);
// reactivate editor mode when this is being drawn = show flag is set
#if WITH_EDITOR
FGameplayDebuggerModule::OnDebuggerEdModeActivation.Broadcast();
#endif // WITH_EDITOR
}
else
{
const UGameplayDebuggerConfig* Config = UGameplayDebuggerConfig::StaticClass()->GetDefaultObject<UGameplayDebuggerConfig>();
CanvasContext.Printf(TEXT("Tap {yellow}%s{white} to close or hold to select new Pawn (hold {yellow}[Shift+%s]{white} to select local player). Use %s to toggle categories."),
*ActivationKeyDesc,
*Config->ActivationKey.ToString(),
*CategoryKeysDesc);
}
// Get the NetRole string so we can hint if the user has selected a local Actor or not
const AActor* DebugActor = CachedReplicator ? CachedReplicator->GetDebugActor() : nullptr;
const ENetRole DebugNetRole = DebugActor ? DebugActor->GetLocalRole() : ENetRole::ROLE_None;
const FString DebugNetRoleString = UEnum::GetValueAsString<ENetRole>(DebugNetRole);
const FString DebugActorDesc = FString::Printf(TEXT("Debug actor: {cyan}%s{white} [%s]"), *CachedReplicator->GetDebugActorName().ToString(), *DebugNetRoleString);
float DebugActorSizeX = 0.0f, DebugActorSizeY = 0.0f;
CanvasContext.MeasureString(DebugActorDesc, DebugActorSizeX, DebugActorSizeY);
CanvasContext.PrintAt((CanvasContext.Canvas->SizeX / DPIScale) - PaddingRight - DebugActorSizeX, UsePaddingTop, DebugActorDesc);
const FString VLogDesc = FString::Printf(TEXT("VLog: {cyan}%s"), CachedReplicator->GetVisLogSyncData().DeviceIDs.Len() > 0
? *CachedReplicator->GetVisLogSyncData().DeviceIDs
: TEXT("not recording to file"));
float VLogSizeX = 0.0f, VLogSizeY = 0.0f;
CanvasContext.MeasureString(VLogDesc, VLogSizeX, VLogSizeY);
CanvasContext.PrintAt((CanvasContext.Canvas->SizeX / DPIScale) - PaddingRight - VLogSizeX, UsePaddingTop + LineHeight, VLogDesc);
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 / DPIScale) - 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 < NumCategoriesPerRow; Idx++)
{
const int32 CategorySlotIdx = (RowIdx * NumCategoriesPerRow) + 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 int16 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::OnSelectLocalPlayer()
{
APlayerController* OwnerPC = CachedReplicator ? CachedReplicator->GetReplicationOwner() : nullptr;
// Normal game. Spectator pawns aren't considered a valid local player to debug
if (OwnerPC && OwnerPC->Player)
{
if (AActor* LocalPlayerActor = OwnerPC->GetPawn())
{
CachedReplicator->SetDebugActor(LocalPlayerActor, true);
CachedReplicator->CollectCategoryData(/*bForce=*/true);
}
}
}
void UGameplayDebuggerLocalController::BindInput(UInputComponent& InputComponent)
{
TSet<FName> NewBindings;
const UGameplayDebuggerConfig* SettingsCDO = UGameplayDebuggerConfig::StaticClass()->GetDefaultObject<UGameplayDebuggerConfig>();
if (!bSimulateMode)
{
InputComponent.BindKey(FInputChord(EModifierKey::None, SettingsCDO->ActivationKey), IE_Pressed, this, &UGameplayDebuggerLocalController::OnActivationPressed);
InputComponent.BindKey(FInputChord(EModifierKey::None, SettingsCDO->ActivationKey), IE_Released, this, &UGameplayDebuggerLocalController::OnActivationReleased);
InputComponent.BindKey(FInputChord(EModifierKey::Shift, SettingsCDO->ActivationKey), IE_Pressed, this, &UGameplayDebuggerLocalController::OnActivationPressedWithModifier);
InputComponent.BindKey(FInputChord(EModifierKey::Shift, SettingsCDO->ActivationKey), IE_Released, this, &UGameplayDebuggerLocalController::OnActivationReleasedWithModifier);
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()
{
if (CachedReplicator)
{
const double HoldTimeThr = 0.2 * (FApp::UseFixedTimeStep() ? (FApp::GetFixedDeltaTime() * 60.) : 1.);
CachedReplicator->GetWorldTimerManager().SetTimer(StartSelectingActorHandle, this, &UGameplayDebuggerLocalController::OnStartSelectingActor, static_cast<float>(HoldTimeThr));
}
}
void UGameplayDebuggerLocalController::OnActivationPressedWithModifier()
{
if (CachedReplicator)
{
//OnStartSelectingLocalPlayer();
const double HoldTimeThr = 0.2 * (FApp::UseFixedTimeStep() ? (FApp::GetFixedDeltaTime() * 60.) : 1.);
CachedReplicator->GetWorldTimerManager().SetTimer(StartSelectingActorHandle, this, &UGameplayDebuggerLocalController::OnStartSelectingLocalPlayer, static_cast<float>(HoldTimeThr));
}
}
void UGameplayDebuggerLocalController::OnActivationReleased()
{
ToggleActivation(ESelectionMode::BestPawnCandidate);
}
void UGameplayDebuggerLocalController::OnActivationReleasedWithModifier()
{
ToggleActivation(ESelectionMode::LocalPlayer);
}
void UGameplayDebuggerLocalController::ToggleActivation(const ESelectionMode SelectionMode)
{
if (CachedReplicator)
{
const UWorld* World = CachedReplicator->GetWorld();
if (!bIsSelectingActor || StartSelectingActorHandle.IsValid())
{
bPrevLocallyEnabled = bIsLocallyEnabled;
bIsLocallyEnabled = !CachedReplicator->IsEnabled();
CachedReplicator->SetEnabled(bIsLocallyEnabled);
if (bIsLocallyEnabled)
{
bPrevScreenMessagesEnabled = GAreScreenMessagesEnabled;
GAreScreenMessagesEnabled = false;
DebugActorCandidate = nullptr;
if (SelectionMode == ESelectionMode::BestPawnCandidate)
{
OnSelectActorTick();
}
// If no actor got selected use local player
if (DebugActorCandidate == nullptr)
{
OnSelectLocalPlayer();
}
}
else
{
// if Screen message are still disabled, restore previous state
if (!GAreScreenMessagesEnabled)
{
GAreScreenMessagesEnabled = bPrevScreenMessagesEnabled;
}
}
}
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 * NumCategoriesPerRow) + 0);
}
void UGameplayDebuggerLocalController::OnCategory1Pressed()
{
ToggleSlotState((ActiveRowIdx * NumCategoriesPerRow) + 1);
}
void UGameplayDebuggerLocalController::OnCategory2Pressed()
{
ToggleSlotState((ActiveRowIdx * NumCategoriesPerRow) + 2);
}
void UGameplayDebuggerLocalController::OnCategory3Pressed()
{
ToggleSlotState((ActiveRowIdx * NumCategoriesPerRow) + 3);
}
void UGameplayDebuggerLocalController::OnCategory4Pressed()
{
ToggleSlotState((ActiveRowIdx * NumCategoriesPerRow) + 4);
}
void UGameplayDebuggerLocalController::OnCategory5Pressed()
{
ToggleSlotState((ActiveRowIdx * NumCategoriesPerRow) + 5);
}
void UGameplayDebuggerLocalController::OnCategory6Pressed()
{
ToggleSlotState((ActiveRowIdx * NumCategoriesPerRow) + 6);
}
void UGameplayDebuggerLocalController::OnCategory7Pressed()
{
ToggleSlotState((ActiveRowIdx * NumCategoriesPerRow) + 7);
}
void UGameplayDebuggerLocalController::OnCategory8Pressed()
{
ToggleSlotState((ActiveRowIdx * NumCategoriesPerRow) + 8);
}
void UGameplayDebuggerLocalController::OnCategory9Pressed()
{
ToggleSlotState((ActiveRowIdx * NumCategoriesPerRow) + 9);
}
void UGameplayDebuggerLocalController::OnCategoryRowUpPressed()
{
const int32 NumRows = (NumCategorySlots + (NumCategoriesPerRow-1)) / NumCategoriesPerRow;
ActiveRowIdx = (NumRows > 1) ? ((ActiveRowIdx + NumRows - 1) % NumRows) : 0;
}
void UGameplayDebuggerLocalController::OnCategoryRowDownPressed()
{
const int32 NumRows = (NumCategorySlots + (NumCategoriesPerRow-1)) / NumCategoriesPerRow;
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()
{
OnStartSelecting(ESelectionMode::BestPawnCandidate);
}
void UGameplayDebuggerLocalController::OnStartSelectingLocalPlayer()
{
OnStartSelecting(ESelectionMode::LocalPlayer);
}
void UGameplayDebuggerLocalController::OnStartSelecting(ESelectionMode SelectionMode)
{
StartSelectingActorHandle.Invalidate();
if (CachedReplicator)
{
if (!CachedReplicator->IsEnabled())
{
bPrevLocallyEnabled = bIsLocallyEnabled;
bIsLocallyEnabled = true;
CachedReplicator->SetEnabled(bIsLocallyEnabled);
bPrevScreenMessagesEnabled = GAreScreenMessagesEnabled;
GAreScreenMessagesEnabled = false;
}
bIsSelectingActor = true;
DebugActorCandidate = nullptr;
if (SelectionMode == ESelectionMode::BestPawnCandidate)
{
const bool bLooping = true;
CachedReplicator->GetWorldTimerManager().SetTimer(SelectActorTickHandle, this, &UGameplayDebuggerLocalController::OnSelectActorTick, 0.01f, bLooping);
OnSelectActorTick();
}
else if (SelectionMode == ESelectionMode::LocalPlayer)
{
OnSelectLocalPlayer();
}
}
}
void UGameplayDebuggerLocalController::OnSelectActorTick()
{
APlayerController* OwnerPC = CachedReplicator ? CachedReplicator->GetReplicationOwner() : nullptr;
if (OwnerPC)
{
FVector ViewLocation = FVector::ZeroVector;
FVector ViewDirection = FVector::ForwardVector;
if (!CachedReplicator->GetViewPoint(ViewLocation, ViewDirection))
{
AGameplayDebuggerPlayerManager::GetViewPoint(*OwnerPC, ViewLocation, ViewDirection);
}
const UGameplayDebuggerUserSettings* Settings = GetDefault<UGameplayDebuggerUserSettings>();
const FVector::FReal MaxScanDistance = Settings->MaxViewDistance;
const FVector::FReal MinViewDirDot = FMath::Cos(FMath::DegreesToRadians(Settings->MaxViewAngle));
AActor* BestCandidate = nullptr;
FVector::FReal BestScore = MinViewDirDot;
for (APawn* TestPawn : TActorRange<APawn>(OwnerPC->GetWorld()))
{
if (!TestPawn->IsHidden() && TestPawn->GetActorEnableCollision() &&
!TestPawn->IsA(ASpectatorPawn::StaticClass()) &&
TestPawn != OwnerPC->GetPawn())
{
FVector DirToPawn = (TestPawn->GetActorLocation() - ViewLocation);
FVector::FReal DistToPawn = DirToPawn.Size();
if (FMath::IsNearlyZero(DistToPawn))
{
DirToPawn = ViewDirection;
DistToPawn = 1.;
}
else
{
DirToPawn /= DistToPawn;
}
const FVector::FReal ViewDot = FVector::DotProduct(ViewDirection, 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++)
{
// Inform server of category's new enabled state
const bool bNewEnabled = !bIsEnabled;
const int32 CategoryId = SlotCategoryIds[SlotIdx][Idx];
CachedReplicator->SetCategoryEnabled(CategoryId, bNewEnabled);
// Save new enabled state to disk
const FName CategoryName = CachedReplicator->GetCategory(CategoryId)->GetCategoryName();
UGameplayDebuggerUserSettings* UserSettings = GetMutableDefault<UGameplayDebuggerUserSettings>();
if (bNewEnabled)
{
UserSettings->EnabledCategories.Add(CategoryName);
}
else
{
UserSettings->EnabledCategories.Remove(CategoryName);
}
UserSettings->SaveConfig();
}
// removed call to MarkComponentsRenderStateDirty since CachedReplicator->SetCategoryEnabled
// calls it already
}
}
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);
}
#if WITH_EDITOR
void UGameplayDebuggerLocalController::OnSelectionChanged(UObject* Object)
{
USelection* Selection = Cast<USelection>(Object);
if (Selection && CachedReplicator)
{
AActor* SelectedActor = nullptr;
for (int32 Idx = 0; Idx < Selection->Num(); Idx++)
{
SelectedActor = Cast<AActor>(Selection->GetSelectedObject(Idx));
if (SelectedActor)
{
break;
}
}
if (SelectedActor)
{
// Since this is used from a delegate we need to filter out objects not belonging to the same pie instance/world
if (SelectedActor && SelectedActor->GetWorld() != GetWorld())
{
return;
}
CachedReplicator->SetDebugActor(SelectedActor, false);
CachedReplicator->CollectCategoryData(/*bForce=*/true);
}
}
}
void UGameplayDebuggerLocalController::OnSelectedObject(UObject* Object)
{
// Since this is used from a delegate we need to filter out objects not belonging to the same pie instance/world
if (Object && Object->GetWorld() != GetWorld())
{
return;
}
AController* SelectedController = Cast<AController>(Object);
APawn* SelectedPawn = SelectedController ? SelectedController->GetPawn().Get() : Cast<APawn>(Object);
if (CachedReplicator && SelectedPawn && SelectedPawn->IsSelected())
{
CachedReplicator->SetDebugActor(SelectedPawn, false);
CachedReplicator->CollectCategoryData(/*bForce=*/true);
}
}
#endif // WITH_EDITOR
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);
}
}
}
#if WITH_EDITOR
void UGameplayDebuggerLocalController::OnBeginPIE(const bool bIsSimulating)
{
bActivateOnPIEEnd = bIsLocallyEnabled;
if (bIsLocallyEnabled)
{
ToggleActivation();
}
}
void UGameplayDebuggerLocalController::OnEndPIE(const bool bIsSimulating)
{
if (bActivateOnPIEEnd && !bIsLocallyEnabled)
{
ToggleActivation();
}
}
#endif // WITH_EDITOR
//----------------------------------------------------------------------//
// FGameplayDebuggerConsoleCommands
//----------------------------------------------------------------------//
/** Helper structure to declare/define console commands in the source file and to access UGameplayDebuggerLocalController protected members */
struct FGameplayDebuggerConsoleCommands
{
private:
static UGameplayDebuggerLocalController* GetController(UWorld* InWorld)
{
if (!UGameplayDebuggerLocalController::bConsoleCommandsEnabled)
{
return nullptr;
}
UGameplayDebuggerLocalController* Controller = nullptr;
APlayerController* LocalPC = GEngine->GetFirstLocalPlayerController(InWorld);
if (LocalPC)
{
Controller = AGameplayDebuggerPlayerManager::GetCurrent(InWorld).GetLocalController(*LocalPC);
}
#if WITH_EDITOR
else if (InWorld != nullptr && InWorld->IsGameWorld() == false)
{
Controller = AGameplayDebuggerPlayerManager::GetCurrent(InWorld).GetEditorController();
}
#endif // WITH_EDITOR
UE_CLOG(Controller == nullptr, LogConsoleResponse, Error, TEXT("GameplayDebugger not available"));
return Controller;
}
static void EnableGameplayDebugger(const TArray<FString>& Args, UWorld* InWorld)
{
if (UGameplayDebuggerLocalController* Controller = GetController(InWorld))
{
bool bEnable = true;
if (Args.Num() > 0)
{
LexFromString(bEnable, *Args[0]);
}
if (Controller->bIsLocallyEnabled != bEnable)
{
Controller->ToggleActivation();
}
}
}
static void ToggleGameplayDebugger(UWorld* InWorld)
{
if (UGameplayDebuggerLocalController* Controller = GetController(InWorld))
{
Controller->ToggleActivation();
}
}
static void SelectLocalPlayer(UWorld* InWorld)
{
if (UGameplayDebuggerLocalController* Controller = GetController(InWorld))
{
Controller->OnSelectLocalPlayer();
}
}
static void SelectPreviousRow(UWorld* InWorld)
{
if (UGameplayDebuggerLocalController* Controller = GetController(InWorld))
{
Controller->OnCategoryRowUpPressed();
}
}
static void SelectNextRow(UWorld* InWorld)
{
if (UGameplayDebuggerLocalController* Controller = GetController(InWorld))
{
Controller->OnCategoryRowDownPressed();
}
}
static void ToggleCategory(const TArray<FString>& Args, UWorld* InWorld)
{
UGameplayDebuggerLocalController* Controller = GetController(InWorld);
if (Controller == nullptr)
{
return;
}
if (Args.Num() != 1)
{
UE_LOG(LogConsoleResponse, Error, TEXT("Missing category index parameter. Usage: gdt.ToggleCategory <CategoryIdx>"));
return;
}
if (!Args[0].IsNumeric())
{
UE_LOG(LogConsoleResponse, Error, TEXT("Must provide numerical value as index. Usage: gdt.ToggleCategory <CategoryIdx>"));
return;
}
const int32 SlotIdx = TCString<TCHAR>::Atoi(*Args[0]);
const int32 NumSlots = Controller->SlotCategoryIds.Num();
const int32 NumSlotsPerRow = UGameplayDebuggerLocalController::NumCategoriesPerRow;
const int32 NumRows = (NumSlots + (NumSlotsPerRow-1)) / NumSlotsPerRow;
const bool bIsLastRowActive = (Controller->ActiveRowIdx == NumRows-1);
const int32 NumSlotsOnActiveRow = bIsLastRowActive ? NumSlots - (NumSlotsPerRow * (NumRows-1)) : NumSlotsPerRow;
const int32 MaxSlotIdx = FMath::Max(0, FMath::Min(NumSlots, NumSlotsOnActiveRow)-1);
if (!(Controller->SlotCategoryIds.IsValidIndex(SlotIdx) && SlotIdx <= MaxSlotIdx))
{
UE_LOG(LogConsoleResponse, Error, TEXT("Requires a category index in the active row [0..%d]. Usage: gdt.ToggleCategory CategoryIndex"), MaxSlotIdx);
return;
}
Controller->ToggleSlotState((Controller->ActiveRowIdx * NumSlotsPerRow)+SlotIdx);
}
static void EnableCategoryName(const TArray<FString>& Args, UWorld* InWorld)
{
UGameplayDebuggerLocalController* Controller = GetController(InWorld);
if (Controller == nullptr || Controller->CachedReplicator == nullptr)
{
UE_CLOG(Controller != nullptr && Controller->CachedReplicator == nullptr,
LogConsoleResponse, Error, TEXT("Failed due to CachedReplicator being Null"));
return;
}
if (Args.Num() < 1)
{
UE_LOG(LogConsoleResponse, Error, TEXT("Missing category name parameter. Usage: gdt.EnableCategory <CategoryNamePattern> [Enable]"));
return;
}
bool bEnable = (Args.Num() == 1);
if (Args.Num() > 1)
{
LexFromString(bEnable, *Args[1]);
}
for (int32 CategoryIndex = 0; CategoryIndex < Controller->CachedReplicator->GetNumCategories(); ++CategoryIndex)
{
const TSharedRef<FGameplayDebuggerCategory> Category = Controller->CachedReplicator->GetCategory(CategoryIndex);
const FString CategoryName = Category->GetCategoryName().ToString();
if (CategoryName.Find(Args[0], ESearchCase::IgnoreCase) != INDEX_NONE)
{
Controller->CachedReplicator->SetCategoryEnabled(CategoryIndex, bEnable);
}
}
}
static void SetFontSize(const TArray<FString>& Args, UWorld* InWorld)
{
if (Args.Num() != 1)
{
UE_LOG(LogConsoleResponse, Error, TEXT("Missing \'fontSize\' parameter. Usage: gdt.fontsize <fontSize>"));
return;
}
if (!Args[0].IsNumeric())
{
UE_LOG(LogConsoleResponse, Error, TEXT("Must provide numerical value as \'fontSize\'. Usage: gdt.fontsize <fontSize>"));
return;
}
if (const UGameplayDebuggerLocalController* LocalController = GetController(InWorld))
{
UGameplayDebuggerUserSettings::SetFontSize(TCString<TCHAR>::Atoi(*Args[0]));
check(LocalController->HUDFont);
LocalController->HUDFont->LegacyFontSize = UGameplayDebuggerUserSettings::GetFontSize();
}
}
/** For legacy command: EnableGDT */
static FAutoConsoleCommandWithWorld LegacyEnableDebuggerCmd;
/** Various gameplay debugger commands: gdt.<command> */
static FAutoConsoleCommandWithWorldAndArgs EnableDebuggerCmd;
static FAutoConsoleCommandWithWorld ToggleDebuggerCmd;
static FAutoConsoleCommandWithWorld SelectLocalPlayerCmd;
static FAutoConsoleCommandWithWorld SelectPreviousRowCmd;
static FAutoConsoleCommandWithWorld SelectNextRowCmd;
static FAutoConsoleCommandWithWorldAndArgs ToggleCategoryCmd;
static FAutoConsoleCommandWithWorldAndArgs EnableCategoryNameCmd;
static FAutoConsoleCommandWithWorldAndArgs SetFontSizeCmd;
};
FAutoConsoleCommandWithWorld FGameplayDebuggerConsoleCommands::LegacyEnableDebuggerCmd(
TEXT("EnableGDT"),
TEXT("Toggles Gameplay Debugger Tool"),
FConsoleCommandWithWorldDelegate::CreateStatic(&FGameplayDebuggerConsoleCommands::ToggleGameplayDebugger)
);
FAutoConsoleCommandWithWorldAndArgs FGameplayDebuggerConsoleCommands::EnableDebuggerCmd(
TEXT("gdt.Enable"),
TEXT("Enable Gameplay Debugger Tool"),
FConsoleCommandWithWorldAndArgsDelegate::CreateStatic(&FGameplayDebuggerConsoleCommands::EnableGameplayDebugger)
);
FAutoConsoleCommandWithWorld FGameplayDebuggerConsoleCommands::ToggleDebuggerCmd(
TEXT("gdt.Toggle"),
TEXT("Toggles Gameplay Debugger Tool"),
FConsoleCommandWithWorldDelegate::CreateStatic(&FGameplayDebuggerConsoleCommands::ToggleGameplayDebugger)
);
FAutoConsoleCommandWithWorld FGameplayDebuggerConsoleCommands::SelectLocalPlayerCmd(
TEXT("gdt.SelectLocalPlayer"),
TEXT("Selects the local player for debugging"),
FConsoleCommandWithWorldDelegate::CreateStatic(FGameplayDebuggerConsoleCommands::SelectLocalPlayer)
);
FAutoConsoleCommandWithWorld FGameplayDebuggerConsoleCommands::SelectPreviousRowCmd(
TEXT("gdt.SelectPreviousRow"),
TEXT("Selects previous row"),
FConsoleCommandWithWorldDelegate::CreateStatic(FGameplayDebuggerConsoleCommands::SelectPreviousRow)
);
FAutoConsoleCommandWithWorld FGameplayDebuggerConsoleCommands::SelectNextRowCmd(
TEXT("gdt.SelectNextRow"),
TEXT("Selects next row"),
FConsoleCommandWithWorldDelegate::CreateStatic(FGameplayDebuggerConsoleCommands::SelectNextRow)
);
FAutoConsoleCommandWithWorldAndArgs FGameplayDebuggerConsoleCommands::ToggleCategoryCmd(
TEXT("gdt.ToggleCategory"),
TEXT("Toggles specific category index"),
FConsoleCommandWithWorldAndArgsDelegate::CreateStatic(&FGameplayDebuggerConsoleCommands::ToggleCategory)
);
FAutoConsoleCommandWithWorldAndArgs FGameplayDebuggerConsoleCommands::EnableCategoryNameCmd(
TEXT("gdt.EnableCategoryName"),
TEXT("Enables/disables categories matching given substring. Use: gdt.EnableCategoryName <CategoryNamePart> [Enable]"),
FConsoleCommandWithWorldAndArgsDelegate::CreateStatic(&FGameplayDebuggerConsoleCommands::EnableCategoryName)
);
FAutoConsoleCommandWithWorldAndArgs FGameplayDebuggerConsoleCommands::SetFontSizeCmd(
TEXT("gdt.fontsize"),
TEXT("Configures gameplay debugger's font size. Usage: gdt.fontsize <fontSize> (default = 10)"),
FConsoleCommandWithWorldAndArgsDelegate::CreateStatic(&FGameplayDebuggerConsoleCommands::SetFontSize)
);
#endif // WITH_GAMEPLAY_DEBUGGER_MENU