mirror of
https://github.com/Ed94/Cog.git
synced 2026-06-13 08:02:23 -07:00
CogWindow: Rename CreateWindow to AddWindow to prevent name conflict with windows headers
CogSample : Projectile progress
This commit is contained in:
@@ -123,15 +123,15 @@ void ACogSampleGameState::InitializeCog()
|
||||
//---------------------------------------
|
||||
// Engine
|
||||
//---------------------------------------
|
||||
CogWindowManager->CreateWindow<FCogEngineWindow_Collisions>("Engine.Collision");
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_Collisions>("Engine.Collision");
|
||||
|
||||
CogWindowManager->CreateWindow<FCogEngineWindow_CommandBindings>("Engine.Command Bindings");
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_CommandBindings>("Engine.Command Bindings");
|
||||
|
||||
CogWindowManager->CreateWindow<FCogEngineWindow_DebugSettings>("Engine.Debug Settings");
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_DebugSettings>("Engine.Debug Settings");
|
||||
|
||||
CogWindowManager->CreateWindow<FCogEngineWindow_ImGui>("Engine.ImGui");
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_ImGui>("Engine.ImGui");
|
||||
|
||||
FCogEngineWindow_Inspector* Inspector = CogWindowManager->CreateWindow<FCogEngineWindow_Inspector>("Engine.Inspector");
|
||||
FCogEngineWindow_Inspector* Inspector = CogWindowManager->AddWindow<FCogEngineWindow_Inspector>("Engine.Inspector");
|
||||
Inspector->AddFavorite(GEngine->GetGameUserSettings(), [](UObject* Object)
|
||||
{
|
||||
if (UGameUserSettings* UserSettings = Cast<UGameUserSettings>(Object))
|
||||
@@ -140,60 +140,60 @@ void ACogSampleGameState::InitializeCog()
|
||||
}
|
||||
});
|
||||
|
||||
CogWindowManager->CreateWindow<FCogEngineWindow_LogCategories>("Engine.Log Categories");
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_LogCategories>("Engine.Log Categories");
|
||||
|
||||
CogWindowManager->CreateWindow<FCogEngineWindow_NetEmulation>("Engine.Net Emulation");
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_NetEmulation>("Engine.Net Emulation");
|
||||
|
||||
CogWindowManager->CreateWindow<FCogEngineWindow_OutputLog>("Engine.Output Log");
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_OutputLog>("Engine.Output Log");
|
||||
|
||||
CogWindowManager->CreateWindow<FCogEngineWindow_Metrics>("Engine.Metrics");
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_Metrics>("Engine.Metrics");
|
||||
|
||||
CogWindowManager->CreateWindow<FCogEngineWindow_Plots>("Engine.Plots");
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_Plots>("Engine.Plots");
|
||||
|
||||
FCogEngineWindow_Selection* SelectionWindow = CogWindowManager->CreateWindow<FCogEngineWindow_Selection>("Engine.Selection");
|
||||
FCogEngineWindow_Selection* SelectionWindow = CogWindowManager->AddWindow<FCogEngineWindow_Selection>("Engine.Selection");
|
||||
SelectionWindow->SetActorClasses({ ACharacter::StaticClass(), AActor::StaticClass(), AGameModeBase::StaticClass(), AGameStateBase::StaticClass() });
|
||||
SelectionWindow->SetTraceType(UEngineTypes::ConvertToTraceType(ECollisionChannel::ECC_Pawn));
|
||||
|
||||
CogWindowManager->CreateWindow<FCogEngineWindow_Scalability>("Engine.Scalability");
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_Scalability>("Engine.Scalability");
|
||||
|
||||
CogWindowManager->CreateWindow<FCogEngineWindow_Skeleton>("Engine.Skeleton");
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_Skeleton>("Engine.Skeleton");
|
||||
|
||||
CogWindowManager->CreateWindow<FCogEngineWindow_Spawns>("Engine.Spawns");
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_Spawns>("Engine.Spawns");
|
||||
|
||||
FCogEngineWindow_Stats* StatsWindow = CogWindowManager->CreateWindow<FCogEngineWindow_Stats>("Engine.Stats");
|
||||
FCogEngineWindow_Stats* StatsWindow = CogWindowManager->AddWindow<FCogEngineWindow_Stats>("Engine.Stats");
|
||||
|
||||
CogWindowManager->CreateWindow<FCogEngineWindow_TimeScale>("Engine.Time Scale");
|
||||
CogWindowManager->AddWindow<FCogEngineWindow_TimeScale>("Engine.Time Scale");
|
||||
|
||||
//---------------------------------------
|
||||
// Abilities
|
||||
//---------------------------------------
|
||||
CogWindowManager->CreateWindow<FCogAbilityWindow_Abilities>("Gameplay.Abilities");
|
||||
CogWindowManager->AddWindow<FCogAbilityWindow_Abilities>("Gameplay.Abilities");
|
||||
|
||||
CogWindowManager->CreateWindow<FCogAbilityWindow_Attributes>("Gameplay.Attributes");
|
||||
CogWindowManager->AddWindow<FCogAbilityWindow_Attributes>("Gameplay.Attributes");
|
||||
|
||||
CogWindowManager->CreateWindow<FCogAbilityWindow_Cheats>("Gameplay.Cheats");
|
||||
CogWindowManager->AddWindow<FCogAbilityWindow_Cheats>("Gameplay.Cheats");
|
||||
|
||||
CogWindowManager->CreateWindow<FCogAbilityWindow_Effects>("Gameplay.Effects");
|
||||
CogWindowManager->AddWindow<FCogAbilityWindow_Effects>("Gameplay.Effects");
|
||||
|
||||
CogWindowManager->CreateWindow<FCogAbilityWindow_Pools>("Gameplay.Pools");
|
||||
CogWindowManager->AddWindow<FCogAbilityWindow_Pools>("Gameplay.Pools");
|
||||
|
||||
CogWindowManager->CreateWindow<FCogAbilityWindow_Tags>("Gameplay.Tags");
|
||||
CogWindowManager->AddWindow<FCogAbilityWindow_Tags>("Gameplay.Tags");
|
||||
|
||||
CogWindowManager->CreateWindow<FCogAbilityWindow_Tweaks>("Gameplay.Tweaks");
|
||||
CogWindowManager->AddWindow<FCogAbilityWindow_Tweaks>("Gameplay.Tweaks");
|
||||
|
||||
//---------------------------------------
|
||||
// AI
|
||||
//---------------------------------------
|
||||
CogWindowManager->CreateWindow<FCogAIWindow_BehaviorTree>("AI.Behavior Tree");
|
||||
CogWindowManager->AddWindow<FCogAIWindow_BehaviorTree>("AI.Behavior Tree");
|
||||
|
||||
CogWindowManager->CreateWindow<FCogAIWindow_Blackboard>("AI.Blackboard");
|
||||
CogWindowManager->AddWindow<FCogAIWindow_Blackboard>("AI.Blackboard");
|
||||
|
||||
//---------------------------------------
|
||||
// Input
|
||||
//---------------------------------------
|
||||
CogWindowManager->CreateWindow<FCogInputWindow_Actions>("Input.Actions");
|
||||
CogWindowManager->AddWindow<FCogInputWindow_Actions>("Input.Actions");
|
||||
|
||||
CogWindowManager->CreateWindow<FCogInputWindow_Gamepad>("Input.Gamepad");
|
||||
CogWindowManager->AddWindow<FCogInputWindow_Gamepad>("Input.Gamepad");
|
||||
|
||||
//---------------------------------------
|
||||
// Main Menu Widget
|
||||
|
||||
Reference in New Issue
Block a user