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https://github.com/Ed94/Cog.git
synced 2026-06-13 08:02:23 -07:00
CogWindow: CogWindows are not UObject anymore
CogWindows are now normal object because we want to be able to Ifdef them, and UObject cannot be ifdef. CogWindows were UObject mainly for saving their config. The configs have been moved in separated class, which are UObject.
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@@ -118,15 +118,15 @@ void ACogSampleGameState::InitializeCog()
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//---------------------------------------
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// Engine
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//---------------------------------------
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CogWindowManager->CreateWindow<UCogEngineWindow_Collisions>("Engine.Collision");
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CogWindowManager->CreateWindow<FCogEngineWindow_Collisions>("Engine.Collision");
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CogWindowManager->CreateWindow<UCogEngineWindow_CommandBindings>("Engine.Command Bindings");
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CogWindowManager->CreateWindow<FCogEngineWindow_CommandBindings>("Engine.Command Bindings");
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CogWindowManager->CreateWindow<UCogEngineWindow_DebugSettings>("Engine.Debug Settings");
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CogWindowManager->CreateWindow<FCogEngineWindow_DebugSettings>("Engine.Debug Settings");
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CogWindowManager->CreateWindow<UCogEngineWindow_ImGui>("Engine.ImGui");
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CogWindowManager->CreateWindow<FCogEngineWindow_ImGui>("Engine.ImGui");
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UCogEngineWindow_Inspector* Inspector = CogWindowManager->CreateWindow<UCogEngineWindow_Inspector>("Engine.Inspector");
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FCogEngineWindow_Inspector* Inspector = CogWindowManager->CreateWindow<FCogEngineWindow_Inspector>("Engine.Inspector");
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Inspector->AddFavorite(GEngine->GetGameUserSettings(), [](UObject* Object)
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{
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if (UGameUserSettings* UserSettings = Cast<UGameUserSettings>(Object))
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@@ -135,65 +135,65 @@ void ACogSampleGameState::InitializeCog()
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}
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});
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CogWindowManager->CreateWindow<UCogEngineWindow_LogCategories>("Engine.Log Categories");
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CogWindowManager->CreateWindow<FCogEngineWindow_LogCategories>("Engine.Log Categories");
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CogWindowManager->CreateWindow<UCogEngineWindow_NetEmulation>("Engine.Net Emulation");
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CogWindowManager->CreateWindow<FCogEngineWindow_NetEmulation>("Engine.Net Emulation");
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CogWindowManager->CreateWindow<UCogEngineWindow_OutputLog>("Engine.Output Log");
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CogWindowManager->CreateWindow<FCogEngineWindow_OutputLog>("Engine.Output Log");
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CogWindowManager->CreateWindow<UCogEngineWindow_Metrics>("Engine.Metrics");
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CogWindowManager->CreateWindow<FCogEngineWindow_Metrics>("Engine.Metrics");
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CogWindowManager->CreateWindow<UCogEngineWindow_Plots>("Engine.Plots");
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CogWindowManager->CreateWindow<FCogEngineWindow_Plots>("Engine.Plots");
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SelectionWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Selection>("Engine.Selection");
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FCogEngineWindow_Selection* SelectionWindow = CogWindowManager->CreateWindow<FCogEngineWindow_Selection>("Engine.Selection");
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SelectionWindow->SetActorClasses({ ACharacter::StaticClass(), AActor::StaticClass(), AGameModeBase::StaticClass(), AGameStateBase::StaticClass() });
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SelectionWindow->SetTraceType(UEngineTypes::ConvertToTraceType(ECollisionChannel::ECC_Pawn));
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CogWindowManager->CreateWindow<UCogEngineWindow_Scalability>("Engine.Scalability");
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CogWindowManager->CreateWindow<FCogEngineWindow_Scalability>("Engine.Scalability");
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CogWindowManager->CreateWindow<UCogEngineWindow_Skeleton>("Engine.Skeleton");
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CogWindowManager->CreateWindow<FCogEngineWindow_Skeleton>("Engine.Skeleton");
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CogWindowManager->CreateWindow<UCogEngineWindow_Spawns>("Engine.Spawns");
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CogWindowManager->CreateWindow<FCogEngineWindow_Spawns>("Engine.Spawns");
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UCogEngineWindow_Stats* StatsWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Stats>("Engine.Stats");
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FCogEngineWindow_Stats* StatsWindow = CogWindowManager->CreateWindow<FCogEngineWindow_Stats>("Engine.Stats");
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CogWindowManager->CreateWindow<UCogEngineWindow_TimeScale>("Engine.Time Scale");
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CogWindowManager->CreateWindow<FCogEngineWindow_TimeScale>("Engine.Time Scale");
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//---------------------------------------
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// Abilities
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//---------------------------------------
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CogWindowManager->CreateWindow<UCogAbilityWindow_Abilities>("Gameplay.Abilities");
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CogWindowManager->CreateWindow<FCogAbilityWindow_Abilities>("Gameplay.Abilities");
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CogWindowManager->CreateWindow<UCogAbilityWindow_Attributes>("Gameplay.Attributes");
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CogWindowManager->CreateWindow<FCogAbilityWindow_Attributes>("Gameplay.Attributes");
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CogWindowManager->CreateWindow<UCogAbilityWindow_Cheats>("Gameplay.Cheats");
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CogWindowManager->CreateWindow<FCogAbilityWindow_Cheats>("Gameplay.Cheats");
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CogWindowManager->CreateWindow<UCogAbilityWindow_Effects>("Gameplay.Effects");
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CogWindowManager->CreateWindow<FCogAbilityWindow_Effects>("Gameplay.Effects");
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CogWindowManager->CreateWindow<UCogAbilityWindow_Pools>("Gameplay.Pools");
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CogWindowManager->CreateWindow<FCogAbilityWindow_Pools>("Gameplay.Pools");
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CogWindowManager->CreateWindow<UCogAbilityWindow_Tags>("Gameplay.Tags");
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CogWindowManager->CreateWindow<FCogAbilityWindow_Tags>("Gameplay.Tags");
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CogWindowManager->CreateWindow<UCogAbilityWindow_Tweaks>("Gameplay.Tweaks");
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CogWindowManager->CreateWindow<FCogAbilityWindow_Tweaks>("Gameplay.Tweaks");
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//---------------------------------------
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// AI
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//---------------------------------------
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CogWindowManager->CreateWindow<UCogAIWindow_BehaviorTree>("AI.Behavior Tree");
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CogWindowManager->CreateWindow<FCogAIWindow_BehaviorTree>("AI.Behavior Tree");
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CogWindowManager->CreateWindow<UCogAIWindow_Blackboard>("AI.Blackboard");
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CogWindowManager->CreateWindow<FCogAIWindow_Blackboard>("AI.Blackboard");
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//---------------------------------------
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// Input
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//---------------------------------------
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CogWindowManager->CreateWindow<UCogInputWindow_Actions>("Input.Actions");
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CogWindowManager->CreateWindow<FCogInputWindow_Actions>("Input.Actions");
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CogWindowManager->CreateWindow<UCogInputWindow_Gamepad>("Input.Gamepad");
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CogWindowManager->CreateWindow<FCogInputWindow_Gamepad>("Input.Gamepad");
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//---------------------------------------
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// Main Menu Widget
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//---------------------------------------
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CogWindowManager->AddMainMenuWidget(SelectionWindow.Get());
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CogWindowManager->AddMainMenuWidget(SelectionWindow);
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CogWindowManager->AddMainMenuWidget(StatsWindow);
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}
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