Merge remote-tracking branch 'arnaud-jamin/main'

# Conflicts:
#	Plugins/Cog/Source/CogCommon/Public/CogCommonLogCategory.h
This commit is contained in:
ed
2024-10-08 17:38:02 -04:00
59 changed files with 1367 additions and 382 deletions
@@ -1,4 +1,5 @@
using UnrealBuildTool;
using UnrealBuildTool.Rules;
public class CogAbility : ModuleRules
{
@@ -37,6 +38,7 @@ public class CogAbility : ModuleRules
new string[]
{
"CoreUObject",
"GameplayTasks",
"Engine",
}
);
@@ -1,5 +1,6 @@
#include "CogAbilityHelper.h"
#include "CogWindowWidgets.h"
#include "GameplayTagContainer.h"
#include "imgui.h"
@@ -12,12 +13,47 @@ FString FCogAbilityHelper::CleanupName(FString Str)
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityHelper::RenderTagContainer(const FGameplayTagContainer& Container)
void FCogAbilityHelper::RenderTagContainer(const FGameplayTagContainer& Container, const bool Inline, const ImVec4& Color)
{
TArray<FGameplayTag> GameplayTags;
Container.GetGameplayTagArray(GameplayTags);
for (FGameplayTag Tag : GameplayTags)
for (const FGameplayTag& Tag : GameplayTags)
{
ImGui::Text("%s", TCHAR_TO_ANSI(*Tag.ToString()));
FCogWindowWidgets::SmallButton(StringCast<ANSICHAR>(*Tag.ToString()).Get(), Color);
if (Inline)
{
ImGui::SameLine();
}
}
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityHelper::RenderTagContainer(
const FGameplayTagContainer& ContainerTags,
const FGameplayTagContainer& TagsToMatch,
const bool InverseMatch,
const bool OnlyShowMatches,
const bool Inline,
const ImVec4& NormalColor,
const ImVec4& MatchColor)
{
TArray<FGameplayTag> Tags;
ContainerTags.GetGameplayTagArray(Tags);
for (const FGameplayTag& Tag : Tags)
{
bool hasTag = TagsToMatch.HasTag(Tag);
hasTag = InverseMatch ? !hasTag : hasTag;
if (OnlyShowMatches && hasTag == false) {
continue;
}
const ImVec4 Color = hasTag ? MatchColor : NormalColor;
FCogWindowWidgets::SmallButton(StringCast<ANSICHAR>(*Tag.ToString()).Get(), Color);
if (Inline)
{
ImGui::SameLine();
}
}
}
@@ -7,8 +7,12 @@
#include "CogAbilityReplicator.h"
#include "CogImguiHelper.h"
#include "CogWindowWidgets.h"
#include "CogDebugRob.h"
#include "imgui.h"
DEFINE_PRIVATE_ACCESSOR_VARIABLE(GameplayAbility_ActivationBlockedTags, UGameplayAbility, FGameplayTagContainer, ActivationBlockedTags);
DEFINE_PRIVATE_ACCESSOR_VARIABLE(GameplayAbility_ActivationRequiredTags, UGameplayAbility, FGameplayTagContainer, ActivationRequiredTags);
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::Initialize()
{
@@ -41,9 +45,9 @@ void FCogAbilityWindow_Abilities::ResetConfig()
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderTick(float DetlaTime)
void FCogAbilityWindow_Abilities::RenderTick(float DeltaTime)
{
Super::RenderTick(DetlaTime);
Super::RenderTick(DeltaTime);
RenderOpenAbilities();
}
@@ -112,13 +116,13 @@ void FCogAbilityWindow_Abilities::RenderContent()
return;
}
RenderAbiltiesMenu(Selection);
RenderAbilitiesMenu(Selection);
RenderAbilitiesTable(*AbilitySystemComponent);
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbiltiesMenu(AActor* Selection)
void FCogAbilityWindow_Abilities::RenderAbilitiesMenu(AActor* Selection)
{
if (ImGui::BeginMenuBar())
{
@@ -151,16 +155,11 @@ void FCogAbilityWindow_Abilities::RenderAbiltiesMenu(AActor* Selection)
ImGui::Separator();
ImGui::Checkbox("Sort by Name", &Config->SortByName);
ImGui::Checkbox("Show Active", &Config->ShowActive);
ImGui::Checkbox("Show Inactive", &Config->ShowInactive);
ImGui::Checkbox("Show Blocked", &Config->ShowBlocked);
RenderAbilitiesMenuFilters();
ImGui::Separator();
ImGui::ColorEdit4("Active Color", (float*)&Config->ActiveColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::ColorEdit4("Inactive Color", (float*)&Config->InactiveColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::ColorEdit4("Blocked Color", (float*)&Config->BlockedColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
RenderAbilitiesMenuColorSettings();
ImGui::Separator();
@@ -178,6 +177,83 @@ void FCogAbilityWindow_Abilities::RenderAbiltiesMenu(AActor* Selection)
}
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilitiesMenuFilters()
{
ImGui::Checkbox("Sort by Name", &Config->SortByName);
ImGui::Checkbox("Show Active", &Config->ShowActive);
ImGui::Checkbox("Show Inactive", &Config->ShowInactive);
ImGui::Checkbox("Show Pressed", &Config->ShowPressed);
ImGui::Checkbox("Show Blocked", &Config->ShowBlocked);
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilitiesMenuColorSettings()
{
ImGui::ColorEdit4("Active Color", (float*)&Config->ActiveAbilityColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::ColorEdit4("Inactive Color", (float*)&Config->InactiveAbilityColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::ColorEdit4("Blocked Color", (float*)&Config->BlockedAbilityColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::ColorEdit4("Default Tag Color", (float*)&Config->DefaultTagsColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::ColorEdit4("Blocked Tag Color", (float*)&Config->BlockedTagsColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::ColorEdit4("Input Pressed Color", (float*)&Config->InputPressedColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilityActivation(FGameplayAbilitySpec& Spec)
{
FCogWindowWidgets::PushStyleCompact();
bool IsActive = Spec.IsActive();
if (ImGui::Checkbox("##Activation", &IsActive))
{
AbilityHandleToActivate = Spec.Handle;
}
FCogWindowWidgets::PopStyleCompact();
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilitiesTableAbilityName(UAbilitySystemComponent& AbilitySystemComponent, int& SelectedIndex, int Index, FGameplayAbilitySpec& Spec, UGameplayAbility* Ability)
{
const ImVec4 Color = GetAbilityColor(AbilitySystemComponent, Spec);
ImGui::PushStyleColor(ImGuiCol_Text, Color);
if (ImGui::Selectable(TCHAR_TO_ANSI(*GetAbilityName(Ability)), SelectedIndex == Index, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap | ImGuiSelectableFlags_AllowDoubleClick))
{
SelectedIndex = Index;
if (ImGui::IsMouseDoubleClicked(0))
{
OpenAbility(Spec.Handle);
}
}
ImGui::PopStyleColor(1);
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilitiesTableAbilityBlocking(UAbilitySystemComponent& AbilitySystemComponent, UGameplayAbility* Ability)
{
if (Ability->DoesAbilitySatisfyTagRequirements(AbilitySystemComponent) == false)
{
FGameplayTagContainer OwnedGameplayTags;
AbilitySystemComponent.GetOwnedGameplayTags(OwnedGameplayTags);
if (const FGameplayTagContainer* ActivationBlockedTags = &PRIVATE_ACCESS_PTR(Ability, GameplayAbility_ActivationBlockedTags))
{
FGameplayTagContainer AllBlockingTags;
AbilitySystemComponent.GetBlockedAbilityTags(AllBlockingTags);
AllBlockingTags.AppendTags(OwnedGameplayTags);
FCogAbilityHelper::RenderTagContainer(*ActivationBlockedTags, AllBlockingTags, false, true, true, ImVec4(0, 0, 0, 0), FCogImguiHelper::ToImVec4(Config->BlockedTagsColor));
}
ImGui::SameLine();
if (const FGameplayTagContainer* ActivationRequiredTags = &PRIVATE_ACCESS_PTR(Ability, GameplayAbility_ActivationRequiredTags))
{
FCogAbilityHelper::RenderTagContainer(*ActivationRequiredTags, OwnedGameplayTags, true, true, true, ImVec4(0, 0, 0, 0), FCogImguiHelper::ToImVec4(Config->BlockedTagsColor));
}
}
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilitiesTable(UAbilitySystemComponent& AbilitySystemComponent)
{
@@ -185,7 +261,7 @@ void FCogAbilityWindow_Abilities::RenderAbilitiesTable(UAbilitySystemComponent&
TArray<FGameplayAbilitySpec> FitleredAbilities;
for (FGameplayAbilitySpec& Spec: Abilities)
for (FGameplayAbilitySpec& Spec : Abilities)
{
const UGameplayAbility* Ability = Spec.GetPrimaryInstance();
if (Ability == nullptr)
@@ -193,24 +269,10 @@ void FCogAbilityWindow_Abilities::RenderAbilitiesTable(UAbilitySystemComponent&
Ability = Spec.Ability;
}
const bool IsJustBlocked = Ability->DoesAbilitySatisfyTagRequirements(AbilitySystemComponent) == false;
const bool IsJustActive = Spec.IsActive() && IsJustBlocked == false;
const bool IsJustInactive = Spec.IsActive() == false && IsJustBlocked == false;
if (Config->ShowBlocked == false && IsJustBlocked)
if (ShouldShowAbility(AbilitySystemComponent, Spec, Ability) == false)
{
continue;
}
if (Config->ShowActive == false && IsJustActive)
{
continue;
}
if (Config->ShowInactive == false && IsJustInactive)
{
continue;
}
continue;
}
const auto AbilityName = StringCast<ANSICHAR>(*GetAbilityName(Ability));
if (Filter.PassFilter(AbilityName.Get()) == false)
@@ -229,24 +291,8 @@ void FCogAbilityWindow_Abilities::RenderAbilitiesTable(UAbilitySystemComponent&
});
}
if (ImGui::BeginTable("Abilities", 6, ImGuiTableFlags_SizingFixedFit
| ImGuiTableFlags_Resizable
| ImGuiTableFlags_NoBordersInBodyUntilResize
| ImGuiTableFlags_ScrollY
| ImGuiTableFlags_RowBg
| ImGuiTableFlags_BordersV
| ImGuiTableFlags_Reorderable
| ImGuiTableFlags_Hideable))
if (RenderAbilitiesTableHeader(AbilitySystemComponent))
{
ImGui::TableSetupColumn("##Activation", ImGuiTableColumnFlags_WidthFixed);
ImGui::TableSetupScrollFreeze(0, 1);
ImGui::TableSetupColumn("Ability");
ImGui::TableSetupColumn("Level");
ImGui::TableSetupColumn("Input");
ImGui::TableSetupColumn("Cooldown");
ImGui::TableSetupColumn("Blocked");
ImGui::TableHeadersRow();
static int SelectedIndex = -1;
int Index = 0;
@@ -262,83 +308,7 @@ void FCogAbilityWindow_Abilities::RenderAbilitiesTable(UAbilitySystemComponent&
ImGui::PushID(Index);
const ImVec4 Color = GetAbilityColor(AbilitySystemComponent, Spec);
ImGui::PushStyleColor(ImGuiCol_Text, Color);
//------------------------
// Activation
//------------------------
ImGui::TableNextColumn();
FCogWindowWidgets::PushStyleCompact();
bool IsActive = Spec.IsActive();
if (ImGui::Checkbox("##Activation", &IsActive))
{
AbilityHandleToActivate = Spec.Handle;
}
FCogWindowWidgets::PopStyleCompact();
//------------------------
// Name
//------------------------
ImGui::TableNextColumn();
if (ImGui::Selectable(TCHAR_TO_ANSI(*GetAbilityName(Ability)), SelectedIndex == Index, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap | ImGuiSelectableFlags_AllowDoubleClick))
{
SelectedIndex = Index;
if (ImGui::IsMouseDoubleClicked(0))
{
OpenAbility(Spec.Handle);
}
}
ImGui::PopStyleColor(1);
//------------------------
// Popup
//------------------------
if (ImGui::IsItemHovered())
{
FCogWindowWidgets::BeginTableTooltip();
RenderAbilityInfo(AbilitySystemComponent, Spec);
FCogWindowWidgets::EndTableTooltip();
}
//------------------------
// ContextMenu
//------------------------
RenderAbilityContextMenu(AbilitySystemComponent, Spec, Index);
//------------------------
// Level
//------------------------
ImGui::TableNextColumn();
ImGui::Text("%d", Spec.Level);
//------------------------
// InputPressed
//------------------------
ImGui::TableNextColumn();
if (Spec.InputPressed > 0)
{
ImGui::Text("%d", Spec.InputPressed);
}
//------------------------
// Cooldown
//------------------------
ImGui::TableNextColumn();
RenderAbilityCooldown(AbilitySystemComponent, *Ability);
//------------------------
// Blocked
//------------------------
ImGui::TableNextColumn();
const bool IsBlocked = Ability->DoesAbilitySatisfyTagRequirements(AbilitySystemComponent) == false;
if (IsBlocked)
{
ImGui::Text("Blocked");
}
RenderAbilitiesTableRow(AbilitySystemComponent, SelectedIndex, Index, Spec, Ability);
ImGui::PopID();
Index++;
@@ -348,6 +318,116 @@ void FCogAbilityWindow_Abilities::RenderAbilitiesTable(UAbilitySystemComponent&
}
}
//--------------------------------------------------------------------------------------------------------------------------
bool FCogAbilityWindow_Abilities::ShouldShowAbility(UAbilitySystemComponent& AbilitySystemComponent, FGameplayAbilitySpec& Spec, const UGameplayAbility* Ability)
{
const bool IsBlocked = Ability->DoesAbilitySatisfyTagRequirements(AbilitySystemComponent) == false;
if (Config->ShowBlocked && IsBlocked)
{
return true;
}
if (Config->ShowActive && Spec.IsActive())
{
return true;
}
if (Config->ShowInactive && Spec.IsActive() == false)
{
return true;
}
if (Config->ShowPressed && Spec.InputPressed)
{
return true;
}
return false;
}
//--------------------------------------------------------------------------------------------------------------------------
bool FCogAbilityWindow_Abilities::RenderAbilitiesTableHeader(UAbilitySystemComponent& AbilitySystemComponent)
{
if (ImGui::BeginTable("Abilities", 6, ImGuiTableFlags_SizingFixedFit
| ImGuiTableFlags_Resizable
| ImGuiTableFlags_NoBordersInBodyUntilResize
| ImGuiTableFlags_ScrollY
| ImGuiTableFlags_RowBg
| ImGuiTableFlags_BordersV
| ImGuiTableFlags_Reorderable
| ImGuiTableFlags_Hideable))
{
ImGui::TableSetupColumn("##Activation", ImGuiTableColumnFlags_WidthFixed);
ImGui::TableSetupScrollFreeze(0, 1);
ImGui::TableSetupColumn("Ability");
ImGui::TableSetupColumn("Level");
ImGui::TableSetupColumn("Input");
ImGui::TableSetupColumn("Cooldown");
ImGui::TableSetupColumn("Blocking");
ImGui::TableHeadersRow();
return true;
}
return false;
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilitiesTableRow(UAbilitySystemComponent& AbilitySystemComponent, int& SelectedIndex, int Index, FGameplayAbilitySpec& Spec, UGameplayAbility* Ability)
{
//------------------------
// Activation
//------------------------
ImGui::TableNextColumn();
RenderAbilityActivation(Spec);
//------------------------
// Name
//------------------------
ImGui::TableNextColumn();
RenderAbilitiesTableAbilityName(AbilitySystemComponent, SelectedIndex, Index, Spec, Ability);
//------------------------
// Popup
//------------------------
if (ImGui::IsItemHovered())
{
FCogWindowWidgets::BeginTableTooltip();
RenderAbilityInfo(AbilitySystemComponent, Spec);
FCogWindowWidgets::EndTableTooltip();
}
//------------------------
// ContextMenu
//------------------------
RenderAbilityContextMenu(AbilitySystemComponent, Spec, Index);
//------------------------
// Level
//------------------------
ImGui::TableNextColumn();
RenderAbilityLevel(Spec);
//------------------------
// InputPressed
//------------------------
ImGui::TableNextColumn();
RenderAbilityInputPressed(Spec);
//------------------------
// Cooldown
//------------------------
ImGui::TableNextColumn();
RenderAbilityCooldown(AbilitySystemComponent, *Ability);
//------------------------
// Blocking
//------------------------
ImGui::TableNextColumn();
RenderAbilitiesTableAbilityBlocking(AbilitySystemComponent, Ability);
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilityCooldown(const UAbilitySystemComponent& AbilitySystemComponent, UGameplayAbility& Ability)
{
@@ -356,8 +436,7 @@ void FCogAbilityWindow_Abilities::RenderAbilityCooldown(const UAbilitySystemComp
return;
}
FGameplayAbilitySpec* Spec = Ability.GetCurrentAbilitySpec();
const FGameplayAbilitySpec* Spec = Ability.GetCurrentAbilitySpec();
if (Spec == nullptr)
{
return;
@@ -375,6 +454,21 @@ void FCogAbilityWindow_Abilities::RenderAbilityCooldown(const UAbilitySystemComp
}
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilityLevel(FGameplayAbilitySpec& Spec)
{
ImGui::Text("%d", Spec.Level);
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilityInputPressed(FGameplayAbilitySpec& Spec)
{
if (Spec.InputPressed)
{
FCogWindowWidgets::SmallButton("Pressed", FCogImguiHelper::ToImVec4(Config->ActiveAbilityColor));
}
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilityContextMenu(UAbilitySystemComponent& AbilitySystemComponent, FGameplayAbilitySpec& Spec, int Index)
{
@@ -443,7 +537,7 @@ void FCogAbilityWindow_Abilities::RenderAbilityInfo(const UAbilitySystemComponen
if (ImGui::BeginTable("Ability", 2, ImGuiTableFlags_Borders))
{
const ImVec4 TextColor(1.0f, 1.0f, 1.0f, 0.5f);
constexpr ImVec4 TextColor(1.0f, 1.0f, 1.0f, 0.5f);
ImGui::TableSetupColumn("Property");
ImGui::TableSetupColumn("Value");
@@ -510,7 +604,7 @@ void FCogAbilityWindow_Abilities::RenderAbilityInfo(const UAbilitySystemComponen
ImGui::TableNextColumn();
ImGui::TextColored(TextColor, "Level");
ImGui::TableNextColumn();
ImGui::Text("%d", Spec.Level);
RenderAbilityLevel(Spec);
//------------------------
// InputID
@@ -526,28 +620,65 @@ void FCogAbilityWindow_Abilities::RenderAbilityInfo(const UAbilitySystemComponen
//------------------------
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::TextColored(TextColor, "InputPressed");
ImGui::TextColored(TextColor, "Input Pressed");
ImGui::TableNextColumn();
ImGui::Text("%d", Spec.InputPressed);
RenderAbilityInputPressed(Spec);
//------------------------
// AbilityTags
//------------------------
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::TextColored(TextColor, "AbilityTags");
ImGui::TextColored(TextColor, "Ability Tags");
ImGui::TableNextColumn();
const bool SatisfyTagRequirements = Ability->DoesAbilitySatisfyTagRequirements(AbilitySystemComponent);
FCogAbilityHelper::RenderTagContainer(Ability->AbilityTags);
//---------------------------------------------
// TODO: find a way to display blocking tags
//---------------------------------------------
//------------------------
// RequiredTags
//------------------------
FGameplayTagContainer OwnedGameplayTags;
AbilitySystemComponent.GetOwnedGameplayTags(OwnedGameplayTags);
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::TextColored(TextColor, "Required Tags");
ImGui::TableNextColumn();
if (const FGameplayTagContainer* ActivationRequiredTags = &PRIVATE_ACCESS_PTR(Ability, GameplayAbility_ActivationRequiredTags))
{
FCogAbilityHelper::RenderTagContainer(*ActivationRequiredTags, OwnedGameplayTags, true, false, false, FCogImguiHelper::ToImVec4(Config->DefaultTagsColor), FCogImguiHelper::ToImVec4(Config->BlockedTagsColor));
}
//------------------------
// BlockingTags
//------------------------
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::TextColored(TextColor, "Blocking Tags");
ImGui::TableNextColumn();
if (const FGameplayTagContainer* ActivationBlockedTags = &PRIVATE_ACCESS_PTR(Ability, GameplayAbility_ActivationBlockedTags))
{
FGameplayTagContainer AllBlockingTags;
AbilitySystemComponent.GetBlockedAbilityTags(AllBlockingTags);
AllBlockingTags.AppendTags(OwnedGameplayTags);
FCogAbilityHelper::RenderTagContainer(*ActivationBlockedTags, AllBlockingTags, false, false, false, FCogImguiHelper::ToImVec4(Config->DefaultTagsColor), FCogImguiHelper::ToImVec4(Config->BlockedTagsColor));
}
//------------------------
// Additional info
//------------------------
RenderAbilityAdditionalInfo(AbilitySystemComponent, Spec, *Ability, TextColor);
ImGui::EndTable();
}
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::RenderAbilityAdditionalInfo(const UAbilitySystemComponent& AbilitySystemComponent, FGameplayAbilitySpec& Spec, UGameplayAbility& Ability, const ImVec4& TextColor)
{
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Abilities::GameTick(float DeltaTime)
{
@@ -627,13 +758,13 @@ ImVec4 FCogAbilityWindow_Abilities::GetAbilityColor(const UAbilitySystemComponen
if (Spec.IsActive())
{
return FCogImguiHelper::ToImVec4(Config->ActiveColor);
return FCogImguiHelper::ToImVec4(Config->ActiveAbilityColor);
}
if (Ability != nullptr && Ability->DoesAbilitySatisfyTagRequirements(AbilitySystemComponent) == false)
{
return FCogImguiHelper::ToImVec4(Config->BlockedColor);
return FCogImguiHelper::ToImVec4(Config->BlockedAbilityColor);
}
return FCogImguiHelper::ToImVec4(Config->InactiveColor);
return FCogImguiHelper::ToImVec4(Config->InactiveAbilityColor);
}
@@ -85,14 +85,14 @@ void FCogAbilityWindow_Effects::RenderContent()
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Effects::RenderEffectsTable()
{
const UAbilitySystemComponent* AbilitySystemComponent = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(GetSelection(), true);
const UAbilitySystemComponent* AbilitySystemComponent = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(GetSelection(), true);
if (AbilitySystemComponent == nullptr)
{
ImGui::TextDisabled("Selection has no ability system component");
return;
}
if (ImGui::BeginTable("Effects", 4, ImGuiTableFlags_SizingFixedFit
if (ImGui::BeginTable("Effects", 5, ImGuiTableFlags_SizingFixedFit
| ImGuiTableFlags_Resizable
| ImGuiTableFlags_NoBordersInBodyUntilResize
| ImGuiTableFlags_ScrollY
@@ -107,6 +107,7 @@ void FCogAbilityWindow_Effects::RenderEffectsTable()
ImGui::TableSetupColumn("Remaining Time");
ImGui::TableSetupColumn("Stacks");
ImGui::TableSetupColumn("Prediction");
ImGui::TableSetupColumn("Inhibited");
ImGui::TableHeadersRow();
static int SelectedIndex = -1;
@@ -258,6 +259,11 @@ void FCogAbilityWindow_Effects::RenderEffectRow(const UAbilitySystemComponent& A
ImGui::TableNextColumn();
RenderPrediction(ActiveEffect, true);
//------------------------
// Inhibited
//------------------------
ImGui::TableNextColumn();
RenderInhibition(ActiveEffect, true);
}
@@ -266,7 +272,7 @@ void FCogAbilityWindow_Effects::RenderEffectInfo(const UAbilitySystemComponent&
{
if (ImGui::BeginTable("Effect", 2, ImGuiTableFlags_Borders))
{
constexpr ImVec4 TextColor(1.0f, 1.0f, 1.0f, 0.5f);
constexpr ImVec4 TextColor(1.0f, 1.0f, 1.0f, 0.5f);
ImGui::TableSetupColumn("Property");
ImGui::TableSetupColumn("Value", ImGuiTableColumnFlags_WidthStretch);
@@ -325,6 +331,15 @@ void FCogAbilityWindow_Effects::RenderEffectInfo(const UAbilitySystemComponent&
ImGui::TableNextColumn();
RenderPrediction(ActiveEffect, false);
//------------------------
// Inhibited
//------------------------
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::TextColored(TextColor, "Inhibited");
ImGui::TableNextColumn();
RenderInhibition(ActiveEffect, false);
//------------------------
// Dynamic Asset Tags
//------------------------
@@ -406,7 +421,7 @@ void FCogAbilityWindow_Effects::RenderRemainingTime(const UAbilitySystemComponen
if (Duration >= 0)
{
const UWorld* World = AbilitySystemComponent.GetWorld();
const UWorld* World = AbilitySystemComponent.GetWorld();
const float RemainingTime = StartTime + Duration - World->GetTimeSeconds();
ImGui::PushStyleColor(ImGuiCol_PlotHistogram, IM_COL32(100, 100, 100, 255));
@@ -457,6 +472,19 @@ void FCogAbilityWindow_Effects::RenderPrediction(const FActiveGameplayEffect& Ac
ImGui::Text("%s", TCHAR_TO_ANSI(*PredictionString));
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Effects::RenderInhibition(const FActiveGameplayEffect& ActiveEffect, bool Short)
{
if (ActiveEffect.bIsInhibited)
{
FCogWindowWidgets::SmallButton("Yes", ImVec4(1, 0, 0, 1));
}
else
{
ImGui::Text("No");
}
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Effects::OpenEffect(const FActiveGameplayEffectHandle& Handle)
{
@@ -472,13 +500,13 @@ void FCogAbilityWindow_Effects::CloseEffect(const FActiveGameplayEffectHandle& H
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Effects::RenderOpenEffects()
{
const AActor* Selection = GetSelection();
const AActor* Selection = GetSelection();
if (Selection == nullptr)
{
return;
}
const UAbilitySystemComponent* AbilitySystemComponent = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(Selection, true);
const UAbilitySystemComponent* AbilitySystemComponent = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(Selection, true);
if (AbilitySystemComponent == nullptr)
{
return;
@@ -486,7 +514,7 @@ void FCogAbilityWindow_Effects::RenderOpenEffects()
for (int i = OpenedEffects.Num() - 1; i >= 0; --i)
{
const FActiveGameplayEffectHandle Handle = OpenedEffects[i];
const FActiveGameplayEffectHandle Handle = OpenedEffects[i];
const FActiveGameplayEffect* ActiveEffectPtr = AbilitySystemComponent->GetActiveGameplayEffect(Handle);
if (ActiveEffectPtr == nullptr)
@@ -235,6 +235,8 @@ void FCogAbilityWindow_OwnedTags::GetTagContainer(FGameplayTagContainer& TagCont
}
//--------------------------------------------------------------------------------------------------------------------------
// FCogAbilityWindow_BlockedTags
//------------------------------------------
void FCogAbilityWindow_BlockedTags::Initialize()
{
Super::Initialize();
@@ -0,0 +1,414 @@
#include "CogAbilityWindow_Tasks.h"
#include "AbilitySystemGlobals.h"
#include "AbilitySystemComponent.h"
#include "CogAbilityDataAsset.h"
#include "CogAbilityHelper.h"
#include "CogAbilityReplicator.h"
#include "CogImguiHelper.h"
#include "CogWindowHelper.h"
#include "CogWindowWidgets.h"
#include "imgui.h"
class UCogAbilityConfig_Tasks;
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Tasks::Initialize()
{
Super::Initialize();
bHasMenu = true;
bNoPadding = true;
Config = GetConfig<UCogAbilityConfig_Tasks>();
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Tasks::RenderHelp()
{
ImGui::Text(
"This window displays the gameplay tasks. ");
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Tasks::ResetConfig()
{
Super::ResetConfig();
Config->Reset();
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Tasks::RenderTick(float DetlaTime)
{
Super::RenderTick(DetlaTime);
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Tasks::RenderContent()
{
Super::RenderContent();
AActor* Selection = GetSelection();
if (Selection == nullptr)
{
ImGui::TextDisabled("Invalid selection");
return;
}
UAbilitySystemComponent* AbilitySystemComponent = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(Selection, true);
if (AbilitySystemComponent == nullptr)
{
ImGui::TextDisabled("Selection has no ability system component");
return;
}
RenderTaskMenu(Selection);
RenderTasksTable(*AbilitySystemComponent);
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Tasks::RenderTaskMenu(AActor* Selection)
{
if (ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("Options"))
{
ImGui::Checkbox("Sort by Name", &Config->SortByName);
ImGui::Checkbox("Show Uninitialized", &Config->ShowUninitialized);
ImGui::Checkbox("Show Awaiting Activation", &Config->ShowAwaitingActivation);
ImGui::Checkbox("Show Active", &Config->ShowActive);
ImGui::Checkbox("Show Paused", &Config->ShowPaused);
ImGui::Checkbox("Show Finished", &Config->ShowFinished);
ImGui::Checkbox("Show Ticking", &Config->ShowTicking);
ImGui::Checkbox("Show Simulating", &Config->ShowSimulating);
ImGui::Separator();
ImGui::ColorEdit4("Uninitialized Color", (float*)&Config->UninitializedColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::ColorEdit4("Awaiting Activation Color", (float*)&Config->AwaitingActivationColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::ColorEdit4("Active Color", (float*)&Config->ActiveColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::ColorEdit4("Paused Color", (float*)&Config->PausedColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::ColorEdit4("Finished Color", (float*)&Config->FinishedColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
ImGui::Separator();
if (ImGui::MenuItem("Reset"))
{
ResetConfig();
}
ImGui::EndMenu();
}
FCogWindowWidgets::SearchBar(Filter);
ImGui::EndMenuBar();
}
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Tasks::RenderTasksTable(UAbilitySystemComponent& AbilitySystemComponent)
{
TArray<const UGameplayTask*> FilteredTasks;
FilteredTasks.Reserve(16);
const AActor* Selection = GetSelection();
for (FConstGameplayTaskIterator it = AbilitySystemComponent.GetKnownTaskIterator(); it; ++it)
{
const UGameplayTask* Task = Cast<const UGameplayTask>(*it);
if (Task == nullptr)
{
continue;
}
const EGameplayTaskState TaskState = Task->GetState();
if (Config->ShowUninitialized == false && TaskState == EGameplayTaskState::Uninitialized)
{
continue;
}
if (Config->ShowAwaitingActivation == false && TaskState == EGameplayTaskState::AwaitingActivation)
{
continue;
}
if (Config->ShowActive == false && TaskState == EGameplayTaskState::Active)
{
continue;
}
if (Config->ShowPaused == false && TaskState == EGameplayTaskState::Paused)
{
continue;
}
if (Config->ShowFinished == false && TaskState == EGameplayTaskState::Finished)
{
continue;
}
if (Config->ShowTicking == false && Task->IsTickingTask())
{
continue;
}
if (Config->ShowSimulating == false && Task->IsSimulating())
{
continue;
}
const char* TaskName = StringCast<ANSICHAR>(*Task->GetName()).Get();
bool PassFilter = Filter.PassFilter(TaskName);
if (PassFilter == false)
{
if (const UGameplayAbility* Ability = Cast<UGameplayAbility>(Task->GetTaskOwner()))
{
const char* AbilityName = StringCast<ANSICHAR>(*FCogAbilityHelper::CleanupName(Ability->GetName())).Get();
PassFilter = Filter.PassFilter(AbilityName);
}
}
if (PassFilter == false)
{
continue;
}
FilteredTasks.Add(Task);
}
if (Config->SortByName)
{
FilteredTasks.Sort([](const UGameplayTask& Lhs, const UGameplayTask& Rhs)
{
return Lhs.GetName().Compare(Rhs.GetName()) < 0;
});
}
if (ImGui::BeginTable("Tasks", 4, ImGuiTableFlags_SizingFixedFit
| ImGuiTableFlags_Resizable
| ImGuiTableFlags_NoBordersInBodyUntilResize
| ImGuiTableFlags_ScrollY
| ImGuiTableFlags_RowBg
| ImGuiTableFlags_BordersV
| ImGuiTableFlags_Reorderable
| ImGuiTableFlags_Hideable))
{
ImGui::TableSetupScrollFreeze(0, 1);
ImGui::TableSetupColumn("State");
ImGui::TableSetupColumn("Task");
ImGui::TableSetupColumn("Owner");
ImGui::TableSetupColumn("Is Ticking");
ImGui::TableHeadersRow();
static int SelectedIndex = -1;
ImGuiListClipper Clipper;
Clipper.Begin(FilteredTasks.Num());
while (Clipper.Step())
{
for (int32 LineIndex = Clipper.DisplayStart; LineIndex < Clipper.DisplayEnd; LineIndex++)
{
const UGameplayTask* Task = FilteredTasks[LineIndex];
ImGui::TableNextRow();
ImGui::PushID(LineIndex);
//------------------------
// State
//------------------------
ImGui::TableNextColumn();
RenderTaskState(Task);
//------------------------
// Name
//------------------------
ImGui::TableNextColumn();
const char* TaskName = StringCast<ANSICHAR>(*Task->GetName()).Get();
if (ImGui::Selectable(TaskName, SelectedIndex == LineIndex, ImGuiSelectableFlags_SpanAllColumns | ImGuiSelectableFlags_AllowOverlap | ImGuiSelectableFlags_AllowDoubleClick))
{
SelectedIndex = LineIndex;
}
//------------------------
// Popup
//------------------------
if (ImGui::IsItemHovered())
{
FCogWindowWidgets::BeginTableTooltip();
RenderTaskInfo(Task);
FCogWindowWidgets::EndTableTooltip();
}
//------------------------
// Owner
//------------------------
ImGui::TableNextColumn();
RenderTaskOwner(Task);
//------------------------
// IsTicking
//------------------------
ImGui::TableNextColumn();
ImGui::Text(Task->IsTickingTask() ? "Yes" : "No");
ImGui::PopID();
}
}
Clipper.End();
ImGui::EndTable();
}
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Tasks::RenderTaskInfo(const UGameplayTask* Task)
{
if (Task == nullptr)
{
return;
}
if (ImGui::BeginTable("Task", 2, ImGuiTableFlags_Borders))
{
constexpr ImVec4 TextColor(1.0f, 1.0f, 1.0f, 0.5f);
ImGui::TableSetupColumn("Property");
ImGui::TableSetupColumn("Value");
//------------------------
// Name
//------------------------
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::TextColored(TextColor, "Name");
ImGui::TableNextColumn();
ImGui::Text(StringCast<ANSICHAR>(*Task->GetName()).Get());
//------------------------
// Instance Name
//------------------------
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::TextColored(TextColor, "Instance Name");
ImGui::TableNextColumn();
ImGui::Text(StringCast<ANSICHAR>(*Task->GetInstanceName().ToString()).Get());
//------------------------
// Owner
//------------------------
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::TextColored(TextColor, "Ability");
ImGui::TableNextColumn();
RenderTaskOwner(Task);
//------------------------
// State
//------------------------
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::TextColored(TextColor, "State");
ImGui::TableNextColumn();
RenderTaskState(Task);
//------------------------
// Priority
//------------------------
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::TextColored(TextColor, "Priority");
ImGui::TableNextColumn();
ImGui::Text("%d", (int32)Task->GetPriority());
//------------------------
// IsTicking
//------------------------
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::TextColored(TextColor, "Is Ticking");
ImGui::TableNextColumn();
ImGui::Text(Task->IsTickingTask() ? "Yes" : "No");
//------------------------
// IsSimulated
//------------------------
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::TextColored(TextColor, "Is Simulated");
ImGui::TableNextColumn();
ImGui::Text(Task->IsSimulatedTask() ? "Yes" : "No");
//------------------------
// IsSimulating
//------------------------
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::TextColored(TextColor, "Is Simulating");
ImGui::TableNextColumn();
ImGui::Text(Task->IsSimulating() ? "Yes" : "No");
//------------------------
// Debug
//------------------------
ImGui::TableNextRow();
ImGui::TableNextColumn();
ImGui::TextColored(TextColor, "Debug");
ImGui::TableNextColumn();
ImGui::PushTextWrapPos(FCogWindowWidgets::GetFontWidth() * 80);
ImGui::Text(StringCast<ANSICHAR>(*Task->GetDebugString()).Get());
ImGui::PopTextWrapPos();
ImGui::EndTable();
}
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Tasks::RenderTaskOwner(const UGameplayTask* Task)
{
IGameplayTaskOwnerInterface* TaskOwner = Task->GetTaskOwner();
FString OwnerName;
if (const UGameplayAbility* Ability = Cast<UGameplayAbility>(TaskOwner))
{
OwnerName = FCogAbilityHelper::CleanupName(Ability->GetName());
}
else if (const UObject* Object = Cast<UObject>(TaskOwner))
{
OwnerName = GetNameSafe(Object);
}
ImGui::Text(StringCast<ANSICHAR>(*OwnerName).Get());
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAbilityWindow_Tasks::RenderTaskState(const UGameplayTask* Task)
{
switch (Task->GetState())
{
case EGameplayTaskState::Uninitialized:
FCogWindowWidgets::SmallButton("Uninitialized", FCogImguiHelper::ToImVec4(Config->UninitializedColor));
break;
case EGameplayTaskState::AwaitingActivation:
FCogWindowWidgets::SmallButton("Awaiting Activation", FCogImguiHelper::ToImVec4(Config->AwaitingActivationColor));
break;
case EGameplayTaskState::Active:
FCogWindowWidgets::SmallButton("Active", FCogImguiHelper::ToImVec4(Config->ActiveColor));
break;
case EGameplayTaskState::Paused:
FCogWindowWidgets::SmallButton("Paused", FCogImguiHelper::ToImVec4(Config->PausedColor));
break;
case EGameplayTaskState::Finished:
FCogWindowWidgets::SmallButton("Finished", FCogImguiHelper::ToImVec4(Config->FinishedColor));
break;
}
}
@@ -1,7 +1,7 @@
#pragma once
#include "CoreMinimal.h"
#include "CogWindowConfig.h"
#include "CogCommonConfig.h"
#include "CogAbilityConfig_Alignment.generated.h"
class UAbilitySystemComponent;
@@ -14,7 +14,7 @@ struct FModifierSpec;
//--------------------------------------------------------------------------------------------------------------------------
UCLASS(Config = Cog)
class UCogAbilityConfig_Alignment : public UCogWindowConfig
class UCogAbilityConfig_Alignment : public UCogCommonConfig
{
GENERATED_BODY()
@@ -15,5 +15,15 @@ public:
static FString CleanupName(FString Str);
static void RenderTagContainer(const FGameplayTagContainer& Container);
static void RenderTagContainer(const FGameplayTagContainer& Container, const bool Inline = false, const ImVec4& Color = ImVec4(0.4f, 0.4f, 0.4f, 1.0f));
static void RenderTagContainer(
const FGameplayTagContainer& ContainerTags,
const FGameplayTagContainer& TagsToMatch,
const bool InverseMatch = false,
const bool OnlyShowMatches = false,
const bool Inline = false,
const ImVec4& DefaultColor = ImVec4(0.4f, 0.4f, 0.4f, 1.0f),
const ImVec4& MatchColor = ImVec4(1.0f, 0.0f, 0.0f, 1.0f));
};
@@ -1,8 +1,8 @@
#pragma once
#include "CoreMinimal.h"
#include "CogCommonConfig.h"
#include "CogWindow.h"
#include "CogWindowConfig.h"
#include "GameplayAbilitySpecHandle.h"
#include "CogAbilityWindow_Abilities.generated.h"
@@ -26,18 +26,37 @@ protected:
virtual void RenderHelp() override;
virtual void RenderTick(float DetlaTime) override;
virtual void RenderTick(float DeltaTime) override;
virtual void RenderContent() override;
virtual void GameTick(float DeltaTime) override;
virtual void RenderAbiltiesMenu(AActor* Selection);
virtual void RenderAbilitiesMenu(AActor* Selection);
virtual void RenderAbilitiesMenuFilters();
virtual void RenderAbilitiesMenuColorSettings();
virtual FString GetAbilityName(const UGameplayAbility* Ability);
virtual void RenderAbilitiesTable(UAbilitySystemComponent& AbilitySystemComponent);
virtual bool RenderAbilitiesTableHeader(UAbilitySystemComponent& AbilitySystemComponent);
virtual void RenderAbilitiesTableRow(UAbilitySystemComponent& AbilitySystemComponent, int& SelectedIndex, int Index,
FGameplayAbilitySpec& Spec, UGameplayAbility* Ability);
virtual void RenderAbilityActivation(FGameplayAbilitySpec& Spec);
virtual void RenderAbilitiesTableAbilityName(UAbilitySystemComponent& AbilitySystemComponent, int& SelectedIndex, int Index, FGameplayAbilitySpec& Spec, UGameplayAbility* Ability);
virtual void RenderAbilitiesTableAbilityBlocking(UAbilitySystemComponent& AbilitySystemComponent, UGameplayAbility* Ability);
virtual void RenderAbilityLevel(FGameplayAbilitySpec& Spec);
virtual void RenderAbilityInputPressed(FGameplayAbilitySpec& Spec);
virtual void RenderAbilityCooldown(const UAbilitySystemComponent& AbilitySystemComponent, UGameplayAbility& Ability);
virtual void RenderAbilityContextMenu(UAbilitySystemComponent& AbilitySystemComponent, FGameplayAbilitySpec& Spec, int Index);
@@ -46,6 +65,8 @@ protected:
virtual void RenderAbilityInfo(const UAbilitySystemComponent& AbilitySystemComponent, FGameplayAbilitySpec& Spec);
virtual void RenderAbilityAdditionalInfo(const UAbilitySystemComponent& AbilitySystemComponent, FGameplayAbilitySpec& Spec, UGameplayAbility& Ability, const ImVec4& TextColor);
virtual void ProcessAbilityActivation(const FGameplayAbilitySpecHandle& Handle);
virtual void ActivateAbility(UAbilitySystemComponent& AbilitySystemComponent, FGameplayAbilitySpec& Spec);
@@ -58,6 +79,9 @@ protected:
virtual ImVec4 GetAbilityColor(const UAbilitySystemComponent& AbilitySystemComponent, FGameplayAbilitySpec& Spec);
virtual bool ShouldShowAbility(UAbilitySystemComponent& AbilitySystemComponent, FGameplayAbilitySpec& Spec,
const UGameplayAbility* Ability);
FGameplayAbilitySpecHandle AbilityHandleToActivate;
FGameplayAbilitySpecHandle AbilityHandleToRemove;
@@ -73,7 +97,7 @@ protected:
//--------------------------------------------------------------------------------------------------------------------------
UCLASS(Config = Cog)
class UCogAbilityConfig_Abilities : public UCogWindowConfig
class UCogAbilityConfig_Abilities : public UCogCommonConfig
{
GENERATED_BODY()
@@ -88,17 +112,29 @@ public:
UPROPERTY(Config)
bool ShowInactive = true;
UPROPERTY(Config)
bool ShowPressed = true;
UPROPERTY(Config)
bool ShowBlocked = true;
UPROPERTY(Config)
FVector4f ActiveColor = FVector4f(0.0f, 1.0f, 0.5f, 1.0f);
FVector4f ActiveAbilityColor = FVector4f(0.0f, 1.0f, 0.5f, 1.0f);
UPROPERTY(Config)
FVector4f InactiveColor = FVector4f(1.0f, 1.0f, 1.0f, 1.0f);
FVector4f InactiveAbilityColor = FVector4f(1.0f, 1.0f, 1.0f, 1.0f);
UPROPERTY(Config)
FVector4f BlockedColor = FVector4f(1.0f, 0.5f, 0.5f, 1.0f);
FVector4f BlockedAbilityColor = FVector4f(1.0f, 0.5f, 0.5f, 1.0f);
UPROPERTY(Config)
FVector4f DefaultTagsColor = FVector4f(0.6f, 0.6f, 0.6f, 1.0f);
UPROPERTY(Config)
FVector4f BlockedTagsColor = FVector4f(1.0f, 0.5f, 0.5f, 1.0f);
UPROPERTY(Config)
FVector4f InputPressedColor = FVector4f(0.0f, 1.0f, 0.5f, 1.0f);
virtual void Reset() override
{
@@ -107,9 +143,13 @@ public:
SortByName = false;
ShowActive = true;
ShowInactive = true;
ShowPressed = true;
ShowBlocked = true;
ActiveColor = FVector4f(0.0f, 1.0f, 0.5f, 1.0f);
InactiveColor = FVector4f(1.0f, 1.0f, 1.0f, 1.0f);
BlockedColor = FVector4f(1.0f, 0.5f, 0.5f, 1.0f);
ActiveAbilityColor = FVector4f(0.0f, 1.0f, 0.5f, 1.0f);
InactiveAbilityColor = FVector4f(1.0f, 1.0f, 1.0f, 1.0f);
BlockedAbilityColor = FVector4f(1.0f, 0.5f, 0.5f, 1.0f);
DefaultTagsColor = FVector4f(0.6f, 0.6f, 0.6f, 1.0f);
BlockedTagsColor = FVector4f(1.0f, 0.5f, 0.5f, 1.0f);
InputPressedColor = FVector4f(0.0f, 1.0f, 0.5f, 1.0f);
}
};
@@ -1,8 +1,8 @@
#pragma once
#include "CoreMinimal.h"
#include "CogCommonConfig.h"
#include "CogWindow.h"
#include "CogWindowConfig.h"
#include "CogAbilityWindow_Attributes.generated.h"
class UAbilitySystemComponent;
@@ -42,7 +42,7 @@ private:
//--------------------------------------------------------------------------------------------------------------------------
UCLASS(Config = Cog)
class UCogAbilityConfig_Attributes : public UCogWindowConfig
class UCogAbilityConfig_Attributes : public UCogCommonConfig
{
GENERATED_BODY()
@@ -1,8 +1,8 @@
#pragma once
#include "CoreMinimal.h"
#include "CogCommonConfig.h"
#include "CogWindow.h"
#include "CogWindowConfig.h"
#include "CogAbilityWindow_Cheats.generated.h"
class AActor;
@@ -47,7 +47,7 @@ protected:
//--------------------------------------------------------------------------------------------------------------------------
UCLASS(Config = Cog)
class UCogAbilityConfig_Cheats : public UCogWindowConfig
class UCogAbilityConfig_Cheats : public UCogCommonConfig
{
GENERATED_BODY()
@@ -2,8 +2,8 @@
#include "CoreMinimal.h"
#include "ActiveGameplayEffectHandle.h"
#include "CogCommonConfig.h"
#include "CogWindow.h"
#include "CogWindowConfig.h"
#include "imgui.h"
#include "CogAbilityWindow_Effects.generated.h"
@@ -48,6 +48,8 @@ protected:
virtual void RenderPrediction(const FActiveGameplayEffect& ActiveEffect, bool Short);
virtual void RenderInhibition(const FActiveGameplayEffect& ActiveEffect, bool Short);
virtual FString GetEffectName(const UGameplayEffect& Effect);
virtual FString GetEffectNameSafe(const UGameplayEffect* Effect);
@@ -71,7 +73,7 @@ protected:
//--------------------------------------------------------------------------------------------------------------------------
UCLASS(Config = Cog)
class UCogAbilityConfig_Effects : public UCogWindowConfig
class UCogAbilityConfig_Effects : public UCogCommonConfig
{
GENERATED_BODY()
@@ -1,8 +1,8 @@
#pragma once
#include "CoreMinimal.h"
#include "CogCommonConfig.h"
#include "CogWindow.h"
#include "CogWindowConfig.h"
#include "CogAbilityWindow_Tags.generated.h"
struct FGameplayTagContainer;
@@ -67,7 +67,7 @@ class COGABILITY_API FCogAbilityWindow_BlockedTags : public FCogAbilityWindow_Ta
//--------------------------------------------------------------------------------------------------------------------------
UCLASS(Config = Cog)
class UCogAbilityConfig_Tags : public UCogWindowConfig
class UCogAbilityConfig_Tags : public UCogCommonConfig
{
GENERATED_BODY()
@@ -0,0 +1,106 @@
#pragma once
#include "CoreMinimal.h"
#include "CogWindow.h"
#include "CogAbilityWindow_Tasks.generated.h"
class UAbilitySystemComponent;
class UCogAbilityConfig_Tasks;
class UCogAbilityDataAsset;
class UGameplayTask;
class COGABILITY_API FCogAbilityWindow_Tasks : public FCogWindow
{
typedef FCogWindow Super;
public:
virtual void Initialize() override;
protected:
virtual void ResetConfig() override;
virtual void RenderHelp() override;
virtual void RenderTick(float DetlaTime) override;
virtual void RenderContent() override;
virtual void RenderTaskMenu(AActor* Selection);
virtual void RenderTasksTable(UAbilitySystemComponent& AbilitySystemComponent);
virtual void RenderTaskInfo(const UGameplayTask* Task);
virtual void RenderTaskOwner(const UGameplayTask* Task);
virtual void RenderTaskState(const UGameplayTask* Task);
TObjectPtr<UCogAbilityConfig_Tasks> Config = nullptr;
ImGuiTextFilter Filter;
};
//--------------------------------------------------------------------------------------------------------------------------
UCLASS(Config = Cog)
class UCogAbilityConfig_Tasks : public UCogCommonConfig
{
GENERATED_BODY()
public:
UPROPERTY(Config)
bool SortByName = false;
UPROPERTY(Config)
bool ShowTicking = true;
UPROPERTY(Config)
bool ShowSimulating = true;
UPROPERTY(Config)
bool ShowUninitialized = true;
UPROPERTY(Config)
bool ShowAwaitingActivation = true;
UPROPERTY(Config)
bool ShowActive = true;
UPROPERTY(Config)
bool ShowPaused = true;
UPROPERTY(Config)
bool ShowFinished = true;
UPROPERTY(Config)
FVector4f UninitializedColor = FVector4f(0.0f, 0.0f, 0.0f, 1.0f);
UPROPERTY(Config)
FVector4f AwaitingActivationColor = FVector4f(0.6f, 0.6f, 0.6f, 1.0f);
UPROPERTY(Config)
FVector4f ActiveColor = FVector4f(0.0f, 1.0f, 0.5f, 1.0f);
UPROPERTY(Config)
FVector4f PausedColor = FVector4f(0.3f, 0.3f, 0.3f, 1.0f);
UPROPERTY(Config)
FVector4f FinishedColor = FVector4f(1.0f, 0.5f, 0.5f, 1.0f);
virtual void Reset() override
{
Super::Reset();
SortByName = false;
ShowTicking = true;
ShowActive = true;
ShowPaused = true;
ShowFinished = true;
ActiveColor = FVector4f(0.0f, 1.0f, 0.5f, 1.0f);
PausedColor = FVector4f(0.3f, 0.3f, 0.3f, 1.0f);
FinishedColor = FVector4f(0.0f, 1.0f, 0.5f, 1.0f);
}
};