CogWindow: Rename CreateWindow to AddWindow to prevent name conflict with windows headers

CogSample : Projectile progress
This commit is contained in:
Arnaud Jamin
2023-10-30 23:44:24 -04:00
parent 315782183d
commit 7f88f5d53a
10 changed files with 73 additions and 47 deletions
+27 -27
View File
@@ -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