Add Inspector window

Add Inspector window
Hide main menu widgets when the width gets too small
Add log category description
Renaming
This commit is contained in:
Arnaud Jamin
2023-10-13 23:35:16 -04:00
parent 5b50d97cbd
commit 63f4a8b92f
16 changed files with 1033 additions and 39 deletions
+4
View File
@@ -369,6 +369,8 @@ void ACogSampleCharacter::SetupPlayerInputComponent(class UInputComponent* Playe
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleCharacter::OnAbilityInputStarted(const FInputActionValue& Value, int32 Index)
{
COG_LOG_OBJECT(LogCogInput, ELogVerbosity::Verbose, this, TEXT("%d"), Index);
if (ActiveAbilityHandles.IsValidIndex(Index) == false)
{
return;
@@ -388,6 +390,8 @@ void ACogSampleCharacter::OnAbilityInputStarted(const FInputActionValue& Value,
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleCharacter::OnAbilityInputCompleted(const FInputActionValue& Value, int32 Index)
{
COG_LOG_OBJECT(LogCogInput, ELogVerbosity::Verbose, this, TEXT("%d"), Index);
if (ActiveAbilityHandles.IsValidIndex(Index) == false)
{
return;
+3
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@@ -25,6 +25,7 @@
#include "CogEngineWindow_Collisions.h"
#include "CogEngineWindow_DebugSettings.h"
#include "CogEngineWindow_ImGui.h"
#include "CogEngineWindow_Inspector.h"
#include "CogEngineWindow_LogCategories.h"
#include "CogEngineWindow_NetEmulation.h"
#include "CogEngineWindow_OutputLog.h"
@@ -135,6 +136,8 @@ void ACogSampleGameState::InitializeCog()
CogWindowManager->CreateWindow<UCogEngineWindow_ImGui>("Engine.ImGui");
CogWindowManager->CreateWindow<UCogEngineWindow_Inspector>("Engine.Inspector");
CogWindowManager->CreateWindow<UCogEngineWindow_LogCategories>("Engine.Log Categories");
CogWindowManager->CreateWindow<UCogEngineWindow_NetEmulation>("Engine.Net Emulation");
+13 -13
View File
@@ -25,20 +25,20 @@ namespace CogSampleLog
void RegiterAllLogCategories()
{
#if ENABLE_COG
FCogDebugLog::AddLogCategory(LogCogAlways, "Always", false);
FCogDebugLog::AddLogCategory(LogCogAlways, "Always", "Debug Category that is always active", false);
FCogDebugLog::AddLogCategory(LogCogAbility, "Ability");
FCogDebugLog::AddLogCategory(LogAbilitySystem, "Ability System");
FCogDebugLog::AddLogCategory(LogCogBaseAimRotation, "Base Aim Rotation");
FCogDebugLog::AddLogCategory(LogCogCollision, "Collision");
FCogDebugLog::AddLogCategory(LogCogControlRotation, "Control Rotation");
FCogDebugLog::AddLogCategory(LogCogInput, "Input");
FCogDebugLog::AddLogCategory(LogCogPosition, "Position");
FCogDebugLog::AddLogCategory(LogCogPossession, "Possession");
FCogDebugLog::AddLogCategory(LogCogRotation, "Rotation");
FCogDebugLog::AddLogCategory(LogCogSkeleton, "Skeleton");
FCogDebugLog::AddLogCategory(LogCogTargetAcquisition, "Target Acquisition");
FCogDebugLog::AddLogCategory(LogGameplayEffects, "Gameplay Effects");
FCogDebugLog::AddLogCategory(LogCogAbility, "Ability", "Log and debug draw of gameplay abilities");
FCogDebugLog::AddLogCategory(LogAbilitySystem, "Ability System", "Unreal Ability System Log");
FCogDebugLog::AddLogCategory(LogCogBaseAimRotation, "Base Aim Rotation", "Debug Draw of a Character BaseAimRotation");
FCogDebugLog::AddLogCategory(LogCogCollision, "Collision", "Debug Draw a Character Collision");
FCogDebugLog::AddLogCategory(LogCogControlRotation, "Control Rotation", "Debug Draw of the Character Control Rotation");
FCogDebugLog::AddLogCategory(LogCogInput, "Input", "Log about the input actions");
FCogDebugLog::AddLogCategory(LogCogPosition, "Position", "Debug draw of a character position");
FCogDebugLog::AddLogCategory(LogCogPossession, "Possession", "Log about the possession of player controller over a Character");
FCogDebugLog::AddLogCategory(LogCogRotation, "Rotation", "Debug Draw a Character Rotation");
FCogDebugLog::AddLogCategory(LogCogSkeleton, "Skeleton", "Debug Draw a Character Skeleton");
FCogDebugLog::AddLogCategory(LogCogTargetAcquisition, "Target Acquisition", "Debug Draw a Character Collision");
FCogDebugLog::AddLogCategory(LogGameplayEffects, "Gameplay Effects", "Unreal Gameplay Effect Log");
#endif //ENABLE_COG
}
}