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Merge branch 'main' of https://github.com/arnaud-jamin/Cog
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@@ -182,7 +182,7 @@ You must have Unreal 5.1 or greater and Visual Studio to launch the sample
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7. Once in Unreal, press Play (Alt+P)
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7. Once in Unreal, press Play (Alt+P)
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8. Press the `[Insert]` key or use the `Cog.ToggleInput` console command to open the Imgui Main Menu.
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8. Press the `[Insert]` key or use the `Cog.ToggleInput` console command to open the Imgui Main Menu.
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### Integrating Cog into your project
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### Integrating Cog in your project
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The Cog repository has the following structure:
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The Cog repository has the following structure:
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- `CogSample` - A Sample that demonstrate various Cog functionalities. The project was saved in Unreal 5.1
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- `CogSample` - A Sample that demonstrate various Cog functionalities. The project was saved in Unreal 5.1
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@@ -192,14 +192,14 @@ The Cog repository has the following structure:
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- `Plugins/CogWindow` - ImGui window management (Base Window, Layout)
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- `Plugins/CogWindow` - ImGui window management (Base Window, Layout)
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- `Plugins/CogDebug` - Debug functionalities (Log, Debug Draw, Plot, Metric, ...)
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- `Plugins/CogDebug` - Debug functionalities (Log, Debug Draw, Plot, Metric, ...)
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- `Plugins/CogImGui` - Integration of Imgui for Unreal, inspired by [UnrealImGui](https://github.com/segross/UnrealImGui)
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- `Plugins/CogImGui` - Integration of Imgui for Unreal, inspired by [UnrealImGui](https://github.com/segross/UnrealImGui)
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- `Plugins/CogInterface` - Interfaces implemented by actors to inspect them
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- `Plugins/CogCommon` - Common headers
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The reason for having multiple plugins is to ease the integration for projects that do not use the `Ability System Component` or `Enhanced Input`.
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Cog has multiple plugins to ease the integration for projects that do not use the `Ability System Component` or `Enhanced Input`. For the next steps, it is assumed all the plugins are used.
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For the next step of the setup, it is assumed all the plugins are used.
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1. Setup up module dependencies:
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1. Setup up module dependencies:
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```c#
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```c#
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// CogSample.Build.cs
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using UnrealBuildTool;
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using UnrealBuildTool;
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public class CogSample : ModuleRules
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public class CogSample : ModuleRules
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@@ -217,7 +217,6 @@ public class CogSample : ModuleRules
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"GameplayTasks",
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"GameplayTasks",
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"GameplayAbilities",
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"GameplayAbilities",
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"GameplayTags",
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"GameplayTags",
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"HeadMountedDisplay",
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"InputCore",
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"InputCore",
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"NetCore",
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"NetCore",
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});
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});
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@@ -238,7 +237,74 @@ public class CogSample : ModuleRules
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}
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}
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}
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}
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```
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```
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2. In the class of your choice (in the sample we use the GameState class) add a reference to the CogWindowManager:
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```cpp
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// ACogSampleGameState.h
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#pragma once
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#include "CoreMinimal.h"
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#include "CogCommon.h"
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#include "GameFramework/GameStateBase.h"
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#include "CogSampleGameState.generated.h"
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class UCogWindowManager;
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UCLASS()
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class ACogSampleGameState : public AGameStateBase
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{
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GENERATED_BODY()
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[...]
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// To make sure it doesn't get garbage collected.
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UPROPERTY()
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TObjectPtr<UObject> CogWindowManagerRef = nullptr;
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#if ENABLE_COG
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TObjectPtr<UCogWindowManager> CogWindowManager = nullptr;
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#endif //ENABLE_COG
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};
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```
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3. Instantiate the CogWindowManager and add some windows:
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```cpp
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// ACogSampleGameState.cpp
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void ACogSampleGameState::BeginPlay()
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{
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Super::BeginPlay();
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#if ENABLE_COG
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CogWindowManager = NewObject<UCogWindowManager>(this);
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CogWindowManagerRef = CogWindowManager;
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// Add some windows
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CogWindowManager->CreateWindow<UCogEngineWindow_DebugSettings>("Engine.Debug Settings");
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CogWindowManager->CreateWindow<UCogEngineWindow_ImGui>("Engine.ImGui");
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[...]
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#endif //ENABLE_COG
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}
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```
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3. Define which key will toggle the input from the game to Imgui:
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```cpp
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// ACogSampleGameState.cpp
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FCogImguiModule::Get().SetToggleInputKey(FCogImGuiKeyInfo(EKeys::Insert));
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```
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4. Tick the CogWindowManager:
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```cpp
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// ACogSampleGameState.cpp
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void ACogSampleGameState::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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#if ENABLE_COG
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CogWindowManager->Tick(DeltaSeconds);
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#endif //ENABLE_COG
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}
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```
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