mirror of
https://github.com/Ed94/Cog.git
synced 2026-08-04 06:38:45 +00:00
Mutiple fixes
Fix shipping build by reworking Cog integration (now use a subsystem) Fix crash when stopping and restarting in the editor
This commit is contained in:
@@ -42,26 +42,26 @@
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#include "GameFramework/GameUserSettings.h"
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//--------------------------------------------------------------------------------------------------------------------------
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void Cog::AddAllWindows(UCogSubsystem& CogWindowManager)
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void Cog::AddAllWindows(UCogSubsystem& CogSubsystem)
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{
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//---------------------------------------
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// Engine
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//---------------------------------------
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CogWindowManager.AddWindow<FCogEngineWindow_BuildInfo>("Engine.Build Info");
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CogSubsystem.AddWindow<FCogEngineWindow_BuildInfo>("Engine.Build Info");
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CogWindowManager.AddWindow<FCogEngineWindow_CollisionTester>("Engine.Collision Tester");
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CogSubsystem.AddWindow<FCogEngineWindow_CollisionTester>("Engine.Collision Tester");
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CogWindowManager.AddWindow<FCogEngineWindow_CollisionViewer>("Engine.Collision Viewer");
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CogSubsystem.AddWindow<FCogEngineWindow_CollisionViewer>("Engine.Collision Viewer");
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CogWindowManager.AddWindow<FCogEngineWindow_CommandBindings>("Engine.Command Bindings");
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CogSubsystem.AddWindow<FCogEngineWindow_CommandBindings>("Engine.Command Bindings");
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CogWindowManager.AddWindow<FCogEngineWindow_Console>("Engine.Console");
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CogSubsystem.AddWindow<FCogEngineWindow_Console>("Engine.Console");
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CogWindowManager.AddWindow<FCogEngineWindow_DebugSettings>("Engine.Debug Settings");
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CogSubsystem.AddWindow<FCogEngineWindow_DebugSettings>("Engine.Debug Settings");
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CogWindowManager.AddWindow<FCogEngineWindow_ImGui>("Engine.ImGui");
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CogSubsystem.AddWindow<FCogEngineWindow_ImGui>("Engine.ImGui");
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FCogEngineWindow_Inspector* Inspector = CogWindowManager.AddWindow<FCogEngineWindow_Inspector>("Engine.Inspector");
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FCogEngineWindow_Inspector* Inspector = CogSubsystem.AddWindow<FCogEngineWindow_Inspector>("Engine.Inspector");
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Inspector->AddFavorite(GEngine->GetGameUserSettings(), [](UObject* Object)
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{
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if (UGameUserSettings* UserSettings = Cast<UGameUserSettings>(Object))
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@@ -70,70 +70,70 @@ void Cog::AddAllWindows(UCogSubsystem& CogWindowManager)
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}
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});
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CogWindowManager.AddWindow<FCogEngineWindow_Levels>("Engine.Levels");
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CogSubsystem.AddWindow<FCogEngineWindow_Levels>("Engine.Levels");
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CogWindowManager.AddWindow<FCogEngineWindow_LogCategories>("Engine.Log Categories");
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CogSubsystem.AddWindow<FCogEngineWindow_LogCategories>("Engine.Log Categories");
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CogWindowManager.AddWindow<FCogEngineWindow_Metrics>("Engine.Metrics");
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CogSubsystem.AddWindow<FCogEngineWindow_Metrics>("Engine.Metrics");
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CogWindowManager.AddWindow<FCogEngineWindow_NetEmulation>("Engine.Net Emulation");
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CogSubsystem.AddWindow<FCogEngineWindow_NetEmulation>("Engine.Net Emulation");
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CogWindowManager.AddWindow<FCogEngineWindow_NetImgui>("Engine.Net ImGui");
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CogSubsystem.AddWindow<FCogEngineWindow_NetImgui>("Engine.Net ImGui");
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CogWindowManager.AddWindow<FCogEngineWindow_Notifications>("Engine.Notifications");
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CogSubsystem.AddWindow<FCogEngineWindow_Notifications>("Engine.Notifications");
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CogWindowManager.AddWindow<FCogEngineWindow_OutputLog>("Engine.Output Log");
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CogSubsystem.AddWindow<FCogEngineWindow_OutputLog>("Engine.Output Log");
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CogWindowManager.AddWindow<FCogEngineWindow_Plots>("Engine.Plots");
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CogSubsystem.AddWindow<FCogEngineWindow_Plots>("Engine.Plots");
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CogWindowManager.AddWindow<FCogEngineWindow_Selection>("Engine.Selection");
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CogSubsystem.AddWindow<FCogEngineWindow_Selection>("Engine.Selection");
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CogWindowManager.AddWindow<FCogEngineWindow_Scalability>("Engine.Scalability");
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CogSubsystem.AddWindow<FCogEngineWindow_Scalability>("Engine.Scalability");
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CogWindowManager.AddWindow<FCogEngineWindow_Skeleton>("Engine.Skeleton");
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CogSubsystem.AddWindow<FCogEngineWindow_Skeleton>("Engine.Skeleton");
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CogWindowManager.AddWindow<FCogEngineWindow_Slate>("Engine.Slate");
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CogSubsystem.AddWindow<FCogEngineWindow_Slate>("Engine.Slate");
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CogWindowManager.AddWindow<FCogEngineWindow_Spawns>("Engine.Spawns");
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CogSubsystem.AddWindow<FCogEngineWindow_Spawns>("Engine.Spawns");
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CogWindowManager.AddWindow<FCogEngineWindow_Stats>("Engine.Stats");
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CogSubsystem.AddWindow<FCogEngineWindow_Stats>("Engine.Stats");
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CogWindowManager.AddWindow<FCogEngineWindow_TimeScale>("Engine.Time Scale");
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CogSubsystem.AddWindow<FCogEngineWindow_TimeScale>("Engine.Time Scale");
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CogWindowManager.AddWindow<FCogEngineWindow_Transform>("Engine.Transform");
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CogSubsystem.AddWindow<FCogEngineWindow_Transform>("Engine.Transform");
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//---------------------------------------
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// Abilities
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//---------------------------------------
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CogWindowManager.AddWindow<FCogAbilityWindow_Abilities>("Gameplay.Abilities");
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CogSubsystem.AddWindow<FCogAbilityWindow_Abilities>("Gameplay.Abilities");
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CogWindowManager.AddWindow<FCogAbilityWindow_Attributes>("Gameplay.Attributes");
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CogSubsystem.AddWindow<FCogAbilityWindow_Attributes>("Gameplay.Attributes");
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CogWindowManager.AddWindow<FCogAbilityWindow_BlockedTags>("Gameplay.Blocking Tags");
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CogSubsystem.AddWindow<FCogAbilityWindow_BlockedTags>("Gameplay.Blocking Tags");
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CogWindowManager.AddWindow<FCogEngineWindow_Cheats>("Gameplay.Cheats");
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CogSubsystem.AddWindow<FCogEngineWindow_Cheats>("Gameplay.Cheats");
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CogWindowManager.AddWindow<FCogAbilityWindow_Effects>("Gameplay.Effects");
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CogSubsystem.AddWindow<FCogAbilityWindow_Effects>("Gameplay.Effects");
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CogWindowManager.AddWindow<FCogAbilityWindow_Pools>("Gameplay.Pools");
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CogSubsystem.AddWindow<FCogAbilityWindow_Pools>("Gameplay.Pools");
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CogWindowManager.AddWindow<FCogAbilityWindow_OwnedTags>("Gameplay.Owned Tags");
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CogSubsystem.AddWindow<FCogAbilityWindow_OwnedTags>("Gameplay.Owned Tags");
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CogWindowManager.AddWindow<FCogAbilityWindow_Tasks>("Gameplay.Tasks");
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CogSubsystem.AddWindow<FCogAbilityWindow_Tasks>("Gameplay.Tasks");
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CogWindowManager.AddWindow<FCogAbilityWindow_Tweaks>("Gameplay.Tweaks");
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CogSubsystem.AddWindow<FCogAbilityWindow_Tweaks>("Gameplay.Tweaks");
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//---------------------------------------
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// AI
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//---------------------------------------
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CogWindowManager.AddWindow<FCogAIWindow_BehaviorTree>("AI.Behavior Tree");
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CogSubsystem.AddWindow<FCogAIWindow_BehaviorTree>("AI.Behavior Tree");
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CogWindowManager.AddWindow<FCogAIWindow_Blackboard>("AI.Blackboard");
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CogSubsystem.AddWindow<FCogAIWindow_Blackboard>("AI.Blackboard");
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//---------------------------------------
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// Input
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//---------------------------------------
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CogWindowManager.AddWindow<FCogInputWindow_Actions>("Input.Actions");
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CogSubsystem.AddWindow<FCogInputWindow_Actions>("Input.Actions");
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CogWindowManager.AddWindow<FCogInputWindow_Gamepad>("Input.Gamepad");
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CogSubsystem.AddWindow<FCogInputWindow_Gamepad>("Input.Gamepad");
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}
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@@ -6,5 +6,5 @@ class UCogSubsystem;
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namespace Cog
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{
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void COGALL_API AddAllWindows(UCogSubsystem& CogWindowManager);
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void COGALL_API AddAllWindows(UCogSubsystem& CogSubsystem);
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}
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