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Update README.md
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@@ -192,10 +192,10 @@ The Cog repository has the following structure:
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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/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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For the next step of the setup, it is assumed all the plugins are used.
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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`.
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For the setup next steps, it is assumed all the plugins are used.
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1. Setup up module dependencies:
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@@ -238,7 +238,70 @@ public class CogSample : ModuleRules
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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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#pragma once
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```cpp
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//ACogSampleGameState.h
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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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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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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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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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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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