1272 lines
46 KiB
C++
1272 lines
46 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "GameplayDebuggerLocalController.h"
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#include "Engine/Engine.h"
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#include "InputCoreTypes.h"
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#include "Framework/Commands/InputChord.h"
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#include "Components/InputComponent.h"
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#include "Misc/App.h"
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#include "SceneView.h"
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#include "TimerManager.h"
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#include "GameFramework/Pawn.h"
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#include "GameFramework/Controller.h"
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#include "GameFramework/SpectatorPawn.h"
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#include "GameplayDebuggerTypes.h"
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#include "GameplayDebuggerCategoryReplicator.h"
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#include "GameplayDebuggerPlayerManager.h"
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#include "GameplayDebuggerAddonBase.h"
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#include "GameplayDebuggerCategory.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 "GameplayDebuggerModule.h"
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#include "Debug/DebugDrawService.h"
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#include "Engine/Selection.h"
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#include "CanvasItem.h"
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#include "Engine/Canvas.h"
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#include "Engine/DebugCameraController.h"
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#include "GameFramework/PlayerInput.h"
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#include "EngineUtils.h"
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#include "HAL/IConsoleManager.h"
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#include "SceneInterface.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(GameplayDebuggerLocalController)
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#if WITH_EDITOR
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#include "Editor.h"
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#endif // WITH_EDITOR
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#if WITH_GAMEPLAY_DEBUGGER
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bool UGameplayDebuggerLocalController::bConsoleCommandsEnabled = true;
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#else
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bool UGameplayDebuggerLocalController::bConsoleCommandsEnabled = false;
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#endif
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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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bEnableTextShadow = false;
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bPrevScreenMessagesEnabled = false;
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#if WITH_EDITOR
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bActivateOnPIEEnd = false;
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#endif // WITH_EDITOR
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#if WITH_GAMEPLAY_DEBUGGER_MENU
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ActiveRowIdx = 0;
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if (HasAnyFlags(RF_ClassDefaultObject) == false)
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{
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HUDFont = NewObject<UFont>(this, TEXT("HUDFont"), RF_NoFlags, GEngine->GetSmallFont());
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HUDFont->LegacyFontSize = UGameplayDebuggerUserSettings::GetFontSize(); //FGameplayDebuggerTweakables::FontSize;
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}
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#endif // WITH_GAMEPLAY_DEBUGGER_MENU
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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() || Replicator.IsEditorWorldReplicator();
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#if WITH_GAMEPLAY_DEBUGGER_MENU
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UDebugDrawService::Register(bSimulateMode ? TEXT("DebugAI") : TEXT("Game"), FDebugDrawDelegate::CreateUObject(this, &UGameplayDebuggerLocalController::OnDebugDraw));
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#if WITH_EDITOR
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if (bSimulateMode)
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{
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FGameplayDebuggerModule::OnLocalControllerInitialized.Broadcast();
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}
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if (GIsEditor)
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{
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USelection::SelectionChangedEvent.AddUObject(this, &UGameplayDebuggerLocalController::OnSelectionChanged);
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USelection::SelectObjectEvent.AddUObject(this, &UGameplayDebuggerLocalController::OnSelectedObject);
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if (Replicator.IsEditorWorldReplicator())
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{
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// bind to PIE start and end notifies to hide before pie and re-enable if need be when pie's done
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FEditorDelegates::BeginPIE.AddUObject(this, &UGameplayDebuggerLocalController::OnBeginPIE);
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FEditorDelegates::EndPIE.AddUObject(this, &UGameplayDebuggerLocalController::OnEndPIE);
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}
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}
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#endif
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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 < UE_ARRAY_COUNT(CategorySlots); Idx++)
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{
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bool bHasPattern = false;
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for (int32 PatternIdx = 0; PatternIdx < UE_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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bEnableTextShadow = SettingsCDO->bDebugCanvasEnableTextShadow;
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#endif // WITH_GAMEPLAY_DEBUGGER_MENU
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FGameplayDebuggerAddonManager& AddonManager = FGameplayDebuggerAddonManager::GetCurrent();
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AddonManager.OnCategoriesChanged.AddUObject(this, &UGameplayDebuggerLocalController::OnCategoriesChanged);
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OnCategoriesChanged();
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// Restore shown categories from last session
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RestoreCategories();
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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 WITH_EDITOR
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USelection::SelectionChangedEvent.RemoveAll(this);
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USelection::SelectObjectEvent.RemoveAll(this);
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if (bSimulateMode)
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{
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FGameplayDebuggerModule::OnLocalControllerUninitialized.Broadcast();
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}
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#endif // WITH_EDITOR
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// If we are cleaning up while enabled, restore the screen messages flag
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if (bIsLocallyEnabled && !GAreScreenMessagesEnabled)
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{
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GAreScreenMessagesEnabled = bPrevScreenMessagesEnabled;
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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::OnCategoriesChanged()
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{
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FGameplayDebuggerAddonManager& AddonManager = FGameplayDebuggerAddonManager::GetCurrent();
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SlotNames.Reset();
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SlotNames.Append(AddonManager.GetSlotNames());
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// categories are already sorted using AddonManager.SlotMap, build Slot to Category Id map accordingly
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const TArray< TArray<int32> >& SlotMap = AddonManager.GetSlotMap();
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SlotCategoryIds.Reset();
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SlotCategoryIds.AddDefaulted(SlotMap.Num());
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int32 CategoryId = 0;
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for (int32 SlotIdx = 0; SlotIdx < SlotMap.Num(); SlotIdx++)
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{
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for (int32 InnerIdx = 0; InnerIdx < SlotMap[SlotIdx].Num(); InnerIdx++)
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{
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SlotCategoryIds[SlotIdx].Add(CategoryId);
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CategoryId++;
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}
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}
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NumCategorySlots = SlotCategoryIds.Num();
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NumCategories = AddonManager.GetNumVisibleCategories();
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DataPackMap.Reset();
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}
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void UGameplayDebuggerLocalController::RestoreCategories()
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{
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// Retrieve from config which categories were enabled last session
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const TSet<FName>& EnabledCategories = GetDefault<UGameplayDebuggerUserSettings>()->EnabledCategories;
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// If saved category list is empty, use the category's default visibility. This is when
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// the user has never toggled a category or if they turned them all off.
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if (EnabledCategories.IsEmpty())
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{
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return;
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}
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// Restore enabled and disabled categories from last session
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const int32 NumReplicatorCategories = CachedReplicator->GetNumCategories();
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for (int32 i = 0; i < NumReplicatorCategories; ++i)
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{
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// Get the category's name: this is saved to disk since id's are unstable
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const TSharedRef<FGameplayDebuggerCategory>& Category = CachedReplicator->GetCategory(i);
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const FName CategoryName = Category->GetCategoryName();
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// Restore the category's enabled state
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const bool bWasEnabledLastSession = EnabledCategories.Contains(CategoryName);
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if (bWasEnabledLastSession != CachedReplicator->IsCategoryEnabled(i))
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{
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CachedReplicator->SetCategoryEnabled(i, bWasEnabledLastSession);
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}
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}
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}
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#if WITH_GAMEPLAY_DEBUGGER_MENU
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void UGameplayDebuggerLocalController::OnDebugDraw(UCanvas* Canvas, APlayerController* PC)
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{
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check(Canvas);
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if (CachedReplicator == nullptr || CachedReplicator->IsEnabled() == false || bDebugDrawEnabled == false)
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{
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return;
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}
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// we're checking if Scene's world is the same as CachedReplicator's since it can differ if we're debug-drawing
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// in multiplayer PIE (OnDebugDraw is being called by a global multicast delegate, no world differentiation).
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const FSceneInterface* Scene = (Canvas->Canvas) ? Canvas->Canvas->GetScene() : nullptr;
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if (Scene && Scene->GetWorld() != CachedReplicator->GetWorld())
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{
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return;
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}
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FGameplayDebuggerCanvasContext CanvasContext(Canvas, HUDFont);
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CanvasContext.CursorX = CanvasContext.DefaultX = PaddingLeft;
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CanvasContext.CursorY = CanvasContext.DefaultY = PaddingTop;
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CanvasContext.FontRenderInfo.bEnableShadow = bEnableTextShadow;
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APlayerController* ReplicationOwner = CachedReplicator->GetReplicationOwner();
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CanvasContext.PlayerController = ReplicationOwner;
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CanvasContext.World = ReplicationOwner ? ReplicationOwner->GetWorld() : CachedReplicator->GetWorld();
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DrawHeader(CanvasContext);
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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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if (!Canvas->SceneView->ViewActor.IsSet())
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{
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CachedReplicator->SetViewPoint(Canvas->SceneView->ViewLocation, Canvas->SceneView->ViewRotation.Vector());
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}
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else if (CachedReplicator->IsViewPointSet())
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{
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CachedReplicator->ResetViewPoint();
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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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// this is a special-case collection mode. If we want to collect data on the client this is the
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// place to do it, after the data got potentially replicated over from the server, and just
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// before drawing, so that new replicated data won't come in as we draw.
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if ((Category->IsCategoryAuth() == false) && Category->ShouldCollectDataOnClient())
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{
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Category->CollectData(ReplicationOwner, CachedReplicator->GetDebugActor());
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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(ReplicationOwner, CanvasContext);
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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 + (NumCategoriesPerRow-1)) / NumCategoriesPerRow;
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const float LineHeight = CanvasContext.GetLineHeight();
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const int32 NumExtensions = bSimulateMode ? 0 : CachedReplicator->GetNumExtensions();
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const int32 NumExtensionRows = (NumExtensions > 0) ? 1 : 0;
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const float DPIScale = CanvasContext.Canvas->GetDPIScale();
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const float CanvasSizeX = (CanvasContext.Canvas->SizeX / DPIScale) - PaddingLeft - PaddingRight;
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const float UsePaddingTop = PaddingTop + (bSimulateMode ? 30.0f : 0);
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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, UsePaddingTop - BackgroundPadding);
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CanvasContext.DrawItem(ActiveRowTileItem, PaddingLeft - BackgroundPadding, UsePaddingTop - BackgroundPadding + TileItemUpper.Size.Y);
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CanvasContext.DrawItem(TileItemLower, PaddingLeft - BackgroundPadding, UsePaddingTop - 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, UsePaddingTop - BackgroundPadding);
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}
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CanvasContext.CursorY = UsePaddingTop;
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if (bSimulateMode)
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{
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CanvasContext.Printf(TEXT("Clear {yellow}DebugAI{white} show flag to close, use %s to toggle categories."), *CategoryKeysDesc);
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// reactivate editor mode when this is being drawn = show flag is set
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#if WITH_EDITOR
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FGameplayDebuggerModule::OnDebuggerEdModeActivation.Broadcast();
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#endif // WITH_EDITOR
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}
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else
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{
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const UGameplayDebuggerConfig* Config = UGameplayDebuggerConfig::StaticClass()->GetDefaultObject<UGameplayDebuggerConfig>();
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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."),
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*ActivationKeyDesc,
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*Config->ActivationKey.ToString(),
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*CategoryKeysDesc);
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}
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// Get the NetRole string so we can hint if the user has selected a local Actor or not
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const AActor* DebugActor = CachedReplicator ? CachedReplicator->GetDebugActor() : nullptr;
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const ENetRole DebugNetRole = DebugActor ? DebugActor->GetLocalRole() : ENetRole::ROLE_None;
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const FString DebugNetRoleString = UEnum::GetValueAsString<ENetRole>(DebugNetRole);
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const FString DebugActorDesc = FString::Printf(TEXT("Debug actor: {cyan}%s{white} [%s]"), *CachedReplicator->GetDebugActorName().ToString(), *DebugNetRoleString);
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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 / DPIScale) - PaddingRight - DebugActorSizeX, UsePaddingTop, DebugActorDesc);
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const FString VLogDesc = FString::Printf(TEXT("VLog: {cyan}%s"), CachedReplicator->GetVisLogSyncData().DeviceIDs.Len() > 0
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? *CachedReplicator->GetVisLogSyncData().DeviceIDs
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: TEXT("not recording to file"));
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float VLogSizeX = 0.0f, VLogSizeY = 0.0f;
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CanvasContext.MeasureString(VLogDesc, VLogSizeX, VLogSizeY);
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CanvasContext.PrintAt((CanvasContext.Canvas->SizeX / DPIScale) - PaddingRight - VLogSizeX, UsePaddingTop + LineHeight, VLogDesc);
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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, UsePaddingTop, 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 / DPIScale) - PaddingRight - RowDescSizeX, UsePaddingTop + 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 < NumExtensions; ExtensionIdx++)
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{
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TSharedRef<FGameplayDebuggerExtension> Extension = CachedReplicator->GetExtension(ExtensionIdx);
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FString ExtensionDesc = Extension->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 < NumCategoriesPerRow; Idx++)
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{
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const int32 CategorySlotIdx = (RowIdx * NumCategoriesPerRow) + 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;
|
|
}
|
|
}
|
|
|
|
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
|