Add a CogAll module to ease the integration for projects that want all windows

This commit is contained in:
Arnaud Jamin
2024-01-09 01:12:31 -05:00
parent 4434b72835
commit 8cbecf504b
15 changed files with 280 additions and 155 deletions
@@ -0,0 +1,24 @@
using UnrealBuildTool;
public class CogAll : ModuleRules
{
public CogAll(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(
new []
{
"Core",
"CoreUObject",
"CogCommon",
"CogAbility",
"CogAI",
"CogEngine",
"CogInput",
"CogWindow",
"Engine",
}
);
}
}
@@ -0,0 +1,124 @@
#include "CogAll.h"
#include "CogAbilityWindow_Abilities.h"
#include "CogAbilityWindow_Attributes.h"
#include "CogAbilityWindow_Cheats.h"
#include "CogAbilityWindow_Effects.h"
#include "CogAbilityWindow_Pools.h"
#include "CogAbilityWindow_Tags.h"
#include "CogAbilityWindow_Tweaks.h"
#include "CogAIWindow_BehaviorTree.h"
#include "CogAIWindow_Blackboard.h"
#include "CogEngineWindow_CollisionTester.h"
#include "CogEngineWindow_CollisionViewer.h"
#include "CogEngineWindow_CommandBindings.h"
#include "CogEngineWindow_DebugSettings.h"
#include "CogEngineWindow_ImGui.h"
#include "CogEngineWindow_Inspector.h"
#include "CogEngineWindow_LogCategories.h"
#include "CogEngineWindow_Metrics.h"
#include "CogEngineWindow_NetEmulation.h"
#include "CogEngineWindow_OutputLog.h"
#include "CogEngineWindow_Plots.h"
#include "CogEngineWindow_Scalability.h"
#include "CogEngineWindow_Selection.h"
#include "CogEngineWindow_Skeleton.h"
#include "CogEngineWindow_Slate.h"
#include "CogEngineWindow_Spawns.h"
#include "CogEngineWindow_Stats.h"
#include "CogEngineWindow_TimeScale.h"
#include "CogEngineWindow_Transform.h"
#include "CogInputWindow_Actions.h"
#include "CogInputWindow_Gamepad.h"
#include "CogWindowManager.h"
#include "GameFramework/Character.h"
#include "GameFramework/GameStateBase.h"
#include "GameFramework/GameUserSettings.h"
//--------------------------------------------------------------------------------------------------------------------------
void Cog::AddAllWindows(UCogWindowManager& CogWindowManager)
{
//---------------------------------------
// Engine
//---------------------------------------
CogWindowManager.AddWindow<FCogEngineWindow_CollisionTester>("Engine.Collision Tester");
CogWindowManager.AddWindow<FCogEngineWindow_CollisionViewer>("Engine.Collision Viewer");
CogWindowManager.AddWindow<FCogEngineWindow_CommandBindings>("Engine.Command Bindings");
CogWindowManager.AddWindow<FCogEngineWindow_DebugSettings>("Engine.Debug Settings");
CogWindowManager.AddWindow<FCogEngineWindow_ImGui>("Engine.ImGui");
FCogEngineWindow_Inspector* Inspector = CogWindowManager.AddWindow<FCogEngineWindow_Inspector>("Engine.Inspector");
Inspector->AddFavorite(GEngine->GetGameUserSettings(), [](UObject* Object)
{
if (UGameUserSettings* UserSettings = Cast<UGameUserSettings>(Object))
{
UserSettings->ApplySettings(true);
}
});
CogWindowManager.AddWindow<FCogEngineWindow_LogCategories>("Engine.Log Categories");
CogWindowManager.AddWindow<FCogEngineWindow_NetEmulation>("Engine.Net Emulation");
CogWindowManager.AddWindow<FCogEngineWindow_OutputLog>("Engine.Output Log");
CogWindowManager.AddWindow<FCogEngineWindow_Metrics>("Engine.Metrics");
CogWindowManager.AddWindow<FCogEngineWindow_Plots>("Engine.Plots");
FCogEngineWindow_Selection* SelectionWindow = CogWindowManager.AddWindow<FCogEngineWindow_Selection>("Engine.Selection");
SelectionWindow->SetActorClasses({ ACharacter::StaticClass(), AActor::StaticClass(), AGameModeBase::StaticClass(), AGameStateBase::StaticClass() });
SelectionWindow->SetTraceType(UEngineTypes::ConvertToTraceType(ECC_Pawn));
CogWindowManager.AddWindow<FCogEngineWindow_Scalability>("Engine.Scalability");
CogWindowManager.AddWindow<FCogEngineWindow_Skeleton>("Engine.Skeleton");
CogWindowManager.AddWindow<FCogEngineWindow_Slate>("Engine.Slate");
CogWindowManager.AddWindow<FCogEngineWindow_Spawns>("Engine.Spawns");
FCogEngineWindow_Stats* StatsWindow = CogWindowManager.AddWindow<FCogEngineWindow_Stats>("Engine.Stats");
CogWindowManager.AddWindow<FCogEngineWindow_TimeScale>("Engine.Time Scale");
CogWindowManager.AddWindow<FCogEngineWindow_Transform>("Engine.Transform");
//---------------------------------------
// Abilities
//---------------------------------------
CogWindowManager.AddWindow<FCogAbilityWindow_Abilities>("Gameplay.Abilities");
CogWindowManager.AddWindow<FCogAbilityWindow_Attributes>("Gameplay.Attributes");
CogWindowManager.AddWindow<FCogAbilityWindow_BlockedTags>("Gameplay.Blocking Tags");
CogWindowManager.AddWindow<FCogAbilityWindow_Cheats>("Gameplay.Cheats");
CogWindowManager.AddWindow<FCogAbilityWindow_Effects>("Gameplay.Effects");
CogWindowManager.AddWindow<FCogAbilityWindow_Pools>("Gameplay.Pools");
CogWindowManager.AddWindow<FCogAbilityWindow_OwnedTags>("Gameplay.Owned Tags");
CogWindowManager.AddWindow<FCogAbilityWindow_Tweaks>("Gameplay.Tweaks");
//---------------------------------------
// AI
//---------------------------------------
CogWindowManager.AddWindow<FCogAIWindow_BehaviorTree>("AI.Behavior Tree");
CogWindowManager.AddWindow<FCogAIWindow_Blackboard>("AI.Blackboard");
//---------------------------------------
// Input
//---------------------------------------
CogWindowManager.AddWindow<FCogInputWindow_Actions>("Input.Actions");
CogWindowManager.AddWindow<FCogInputWindow_Gamepad>("Input.Gamepad");
}
@@ -0,0 +1,17 @@
#include "CogAllModule.h"
#define LOCTEXT_NAMESPACE "FCogAllModule"
//--------------------------------------------------------------------------------------------------------------------------
void FCogAllModule::StartupModule()
{
}
//--------------------------------------------------------------------------------------------------------------------------
void FCogAllModule::ShutdownModule()
{
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FCogAllModule, CogAll)
@@ -0,0 +1,10 @@
#pragma once
#include "CoreMinimal.h"
class UCogWindowManager;
namespace Cog
{
void COGALL_API AddAllWindows(UCogWindowManager& CogWindowManager);
}
@@ -0,0 +1,18 @@
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
class COGALL_API FCogAllModule : public IModuleInterface
{
public:
static inline FCogAllModule &Get() { return FModuleManager::LoadModuleChecked<FCogAllModule>("CogAll"); }
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
private:
};