Files
UnrealEngine/Engine/Source/Runtime/GameplayDebugger/Public/GameplayDebuggerAddonBase.h
2025-05-18 13:04:45 +08:00

109 lines
3.7 KiB
C++

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