Fix compling errors on various platforms/consoles

- Fixed some include paths case sensitive
- Fixed CogImguiInputHelper.h including itself
- Added missing includes
- Added missing forward declarations
- Fixed enums forward declarations
- Fixed "TCHAR_TO_ANSI" and const char* formatting issues
- Fixed "sscanf" on Linux
This commit is contained in:
Elhoussine Mehnik
2023-12-09 04:38:02 +01:00
parent caa0f015d4
commit 3e73c486a4
62 changed files with 194 additions and 85 deletions
@@ -207,7 +207,7 @@ void FCogAIWindow_BehaviorTree::RenderContent()
if (RootNodeInstanced != nullptr)
{
if (ImGui::CollapsingHeader(TCHAR_TO_ANSI(*GetNameSafe(CurrentTree)), nullptr, ImGuiTreeNodeFlags_DefaultOpen))
if (ImGui::CollapsingHeader(StringCast<ANSICHAR>(*GetNameSafe(CurrentTree)).Get(), nullptr, ImGuiTreeNodeFlags_DefaultOpen))
{
RenderNode(*BehaviorTreeComponent, const_cast<UBTNode*>(RootNodeInstanced), false);
}
@@ -217,8 +217,8 @@ void FCogAIWindow_BehaviorTree::RenderContent()
//--------------------------------------------------------------------------------------------------------------------------
void FCogAIWindow_BehaviorTree::RenderNode(UBehaviorTreeComponent& BehaviorTreeComponent, UBTNode* Node, bool OpenAllChildren)
{
const char* NodeName = TCHAR_TO_ANSI(*Node->GetNodeName());
const bool ShowNode = Filter.PassFilter(NodeName);
const auto NodeName = StringCast<ANSICHAR>(*Node->GetNodeName());
const bool ShowNode = Filter.PassFilter(NodeName.Get());
const UBTCompositeNode* CompositeNode = Cast<UBTCompositeNode>(Node);
@@ -287,7 +287,7 @@ void FCogAIWindow_BehaviorTree::RenderNode(UBehaviorTreeComponent& BehaviorTreeC
ImGui::TableNextColumn();
ImGui::TextColored(TextColor, "Name");
ImGui::TableNextColumn();
ImGui::Text("%s", NodeName);
ImGui::Text("%s", NodeName.Get());
//------------------------
// Static Description
@@ -313,7 +313,7 @@ void FCogAIWindow_BehaviorTree::RenderNode(UBehaviorTreeComponent& BehaviorTreeC
if (RuntimeValue.Split(TEXT(": "), &Left, &Right))
{
ImGui::TableNextColumn();
ImGui::TextColored(TextColor, TCHAR_TO_ANSI(*Left));
ImGui::TextColored(TextColor, "%s", TCHAR_TO_ANSI(*Left));
ImGui::TableNextColumn();
ImGui::Text("%s", TCHAR_TO_ANSI(*Right));
@@ -323,7 +323,7 @@ void FCogAIWindow_BehaviorTree::RenderNode(UBehaviorTreeComponent& BehaviorTreeC
ImGui::TableNextColumn();
ImGui::TextColored(TextColor, "Value");
ImGui::TableNextColumn();
ImGui::Text(TCHAR_TO_ANSI(*RuntimeValue));
ImGui::Text("%s", TCHAR_TO_ANSI(*RuntimeValue));
}
}
@@ -356,7 +356,7 @@ void FCogAIWindow_BehaviorTree::RenderNode(UBehaviorTreeComponent& BehaviorTreeC
//------------------------
ImGui::SameLine();
const ImVec4 NameColor = IsActive ? FCogImguiHelper::ToImVec4(Config->ActiveColor) : FCogImguiHelper::ToImVec4(Config->InactiveColor);
ImGui::TextColored(NameColor, "%s", NodeName);
ImGui::TextColored(NameColor, "%s", NodeName.Get());
}
//------------------------
@@ -141,8 +141,8 @@ void FCogAIWindow_Blackboard::RenderContent()
continue;
}
const char* KeyName = TCHAR_TO_ANSI(*Key->EntryName.ToString());
if (Filter.PassFilter(KeyName) == false)
const auto KeyName = StringCast<ANSICHAR>(*Key->EntryName.ToString());
if (Filter.PassFilter(KeyName.Get()) == false)
{
continue;
}
@@ -161,7 +161,7 @@ void FCogAIWindow_Blackboard::RenderContent()
// Name
//------------------------
ImGui::TableNextColumn();
ImGui::Text("%s", KeyName);
ImGui::Text("%s", KeyName.Get());
//------------------------
// Value
@@ -1,6 +1,7 @@
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "CogAIDataAsset.generated.h"
UCLASS(Blueprintable)