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364 lines
16 KiB
C++
364 lines
16 KiB
C++
#include "CogAbilityWindow_Attributes.h"
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#include "AbilitySystemComponent.h"
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#include "AbilitySystemGlobals.h"
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#include "CogAbilityConfig_Alignment.h"
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#include "CogAbilityDataAsset.h"
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#include "CogAbilityHelper.h"
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#include "CogImguiHelper.h"
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#include "CogWindowWidgets.h"
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#include "AttributeSet.h"
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Attributes::Initialize()
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{
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Super::Initialize();
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bHasMenu = true;
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bNoPadding = true;
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Config = GetConfig<UCogAbilityConfig_Attributes>();
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AlignmentConfig = GetConfig<UCogAbilityConfig_Alignment>();
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Attributes::RenderHelp()
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{
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ImGui::Text(
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"This window displays the gameplay attributes of the selected actor. "
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"Attributes can be sorted by name, category or attribute set. "
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"Attributes with the Current value greater than the Base value are displayed in green. "
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"Attributes with the Current value lower than the Base value are displayed in red. "
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"Use the options 'Show Only Modified' to only show the attributes that have modifiers. "
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);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Attributes::ResetConfig()
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{
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Super::ResetConfig();
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Config->Reset();
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Attributes::RenderContent()
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{
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Super::RenderContent();
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UAbilitySystemComponent* AbilitySystemComponent = UAbilitySystemGlobals::GetAbilitySystemComponentFromActor(GetSelection(), true);
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if (AbilitySystemComponent == nullptr)
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{
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ImGui::TextDisabled("Selection has no ability system component");
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return;
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}
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if (ImGui::BeginMenuBar())
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{
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if (ImGui::BeginMenu("Options"))
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{
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ImGui::Checkbox("Sort by Name", &Config->SortByName);
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ImGui::Checkbox("Group by Attribute Set", &Config->GroupByAttributeSet);
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ImGui::Checkbox("Group by Category", &Config->GroupByCategory);
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ImGui::Checkbox("Show Only Modified", &Config->ShowOnlyModified);
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ImGui::Separator();
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ImGui::ColorEdit4("Positive Color", (float*)&AlignmentConfig->PositiveColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Negative Color", (float*)&AlignmentConfig->NegativeColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::ColorEdit4("Neutral Color", (float*)&AlignmentConfig->NeutralColor, ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_AlphaPreviewHalf);
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ImGui::Separator();
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if (ImGui::MenuItem("Reset"))
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{
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ResetConfig();
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}
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ImGui::EndMenu();
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}
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FCogWindowWidgets::MenuSearchBar(Filter);
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ImGui::EndMenuBar();
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}
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bool bGroupByAttributeSetValue = Filter.IsActive() == false && Config->ShowOnlyModified == false && Config->GroupByAttributeSet;
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bool bGroupByCategoryValue = Filter.IsActive() == false && Config->ShowOnlyModified == false && Config->GroupByCategory;
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if (ImGui::BeginTable("Attributes", 3, ImGuiTableFlags_SizingFixedFit
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| ImGuiTableFlags_Resizable
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| ImGuiTableFlags_NoBordersInBodyUntilResize
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| ImGuiTableFlags_ScrollY
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| ImGuiTableFlags_RowBg
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| ImGuiTableFlags_BordersV
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| ImGuiTableFlags_Reorderable
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| ImGuiTableFlags_Hideable))
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{
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ImGui::TableSetupScrollFreeze(0, 1);
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ImGui::TableSetupColumn("Attribute");
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ImGui::TableSetupColumn("Base");
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ImGui::TableSetupColumn("Current");
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ImGui::TableHeadersRow();
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static int Selected = -1;
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int Index = 0;
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//------------------------------------------------------------------------------------------
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// Draw all the attribute sets
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//------------------------------------------------------------------------------------------
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for (const UAttributeSet* Set : AbilitySystemComponent->GetSpawnedAttributes())
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{
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//------------------------------------------------------------------------------------------
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// Add an tree node categories are shown
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//------------------------------------------------------------------------------------------
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bool bOpenAttributeSet = true;
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if (bGroupByAttributeSetValue)
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{
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ImGui::TableNextRow();
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ImGui::TableNextColumn();
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bOpenAttributeSet = ImGui::TreeNodeEx(TCHAR_TO_ANSI(*Set->GetName()), ImGuiTreeNodeFlags_SpanFullWidth);
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}
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if (bOpenAttributeSet)
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{
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TArray<FGameplayAttribute> AllAttributes;
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for (TFieldIterator<FProperty> It(Set->GetClass()); It; ++It)
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{
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FGameplayAttribute Attribute = *It;
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if (Attribute.IsValid())
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{
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AllAttributes.Add(Attribute);
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}
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}
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TMap<FString, TArray<FGameplayAttribute>> AttributesByCategory;
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//------------------------------------------------------------------------------------------
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// Sort attributes by category to make sure categories are displayed in alphabetical order
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//------------------------------------------------------------------------------------------
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#if WITH_EDITORONLY_DATA
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if (bGroupByCategoryValue)
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{
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AllAttributes.Sort([](const FGameplayAttribute& Attribute1, const FGameplayAttribute& Attribute2)
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{
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FString Category1 = Attribute1.GetUProperty() != nullptr ? Attribute1.GetUProperty()->GetMetaData(TEXT("Category")) : "";
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FString Category2 = Attribute2.GetUProperty() != nullptr ? Attribute2.GetUProperty()->GetMetaData(TEXT("Category")) : "";
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return Category1.Compare(Category2) < 0;
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});
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}
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#endif //WITH_EDITORONLY_DATA
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//------------------------------------------------------------------------------------------
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// If required, group by category, or put every attribute into the default category
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// if this code is changed verify the SortByName works in all modes
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//------------------------------------------------------------------------------------------
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for (FGameplayAttribute& Attribute : AllAttributes)
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{
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FString Category = TEXT("Default");
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#if WITH_EDITORONLY_DATA
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if (bGroupByCategoryValue)
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{
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FString ActualCategory = Attribute.GetUProperty() != nullptr ? Attribute.GetUProperty()->GetMetaData(TEXT("Category")) : "";
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if (ActualCategory.IsEmpty() == false)
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{
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Category = ActualCategory;
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}
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}
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#endif //WITH_EDITORONLY_DATA
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AttributesByCategory.FindOrAdd(Category).Add(Attribute);
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}
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for (auto& It : AttributesByCategory)
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{
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//------------------------------------------------------------------------------------------
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// Add a tree node with the name of the category if categories are shown
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//------------------------------------------------------------------------------------------
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bool bOpenCategory = true;
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if (bGroupByCategoryValue)
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{
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ImGui::TableNextRow();
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ImGui::TableNextColumn();
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bOpenCategory = ImGui::TreeNodeEx(TCHAR_TO_ANSI(*It.Key), ImGuiTreeNodeFlags_SpanFullWidth);
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}
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if (bOpenCategory)
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{
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TArray<FGameplayAttribute>& AttributesInCategory = It.Value;
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//------------------------------------------------------------------------------------------
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// Sort attributes within a category by their name
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//------------------------------------------------------------------------------------------
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if (Config->SortByName)
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{
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AttributesInCategory.Sort([](const FGameplayAttribute& Lhs, const FGameplayAttribute& Rhs)
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{
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return Lhs.GetName().Compare(Rhs.GetName()) < 0;
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});
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}
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//------------------------------------------------------------------------------------------
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// Draw all the attribute of the current category of the current attribute set
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//------------------------------------------------------------------------------------------
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for (const FGameplayAttribute& Attribute : AttributesInCategory)
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{
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if (!Attribute.IsValid())
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{
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continue;
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}
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const auto AttributeName = StringCast<ANSICHAR>(*Attribute.GetName());
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if (Filter.PassFilter(AttributeName.Get()) == false)
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{
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continue;
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}
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const float BaseValue = AbilitySystemComponent->GetNumericAttributeBase(Attribute);
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const float CurrentValue = AbilitySystemComponent->GetNumericAttribute(Attribute);
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if (Config->ShowOnlyModified && FMath::IsNearlyEqual(CurrentValue, BaseValue))
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{
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continue;
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}
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ImGui::TableNextRow();
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const ImVec4 Color = FCogImguiHelper::ToImVec4(AlignmentConfig->GetAttributeColor(*AbilitySystemComponent, Attribute));
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ImGui::PushStyleColor(ImGuiCol_Text, Color);
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//------------------------
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// Name
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//------------------------
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ImGui::TableNextColumn();
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ImGui::Text("");
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ImGui::SameLine();
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if (ImGui::Selectable(AttributeName.Get(), Selected == Index, ImGuiSelectableFlags_SpanAllColumns))
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{
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Selected = Index;
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}
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ImGui::PopStyleColor(1);
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//------------------------
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// Popup
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//------------------------
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if (ImGui::IsItemHovered())
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{
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FCogWindowWidgets::BeginTableTooltip();
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DrawAttributeInfo(*AbilitySystemComponent, Attribute);
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FCogWindowWidgets::EndTableTooltip();
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}
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ImGui::PushStyleColor(ImGuiCol_Text, Color);
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//------------------------
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// Base Value
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//------------------------
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ImGui::TableNextColumn();
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ImGui::Text("%.2f", BaseValue);
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//------------------------
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// Current Value
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//------------------------
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ImGui::TableNextColumn();
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ImGui::Text("%.2f", CurrentValue);
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ImGui::PopStyleColor(1);
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Index++;
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}
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}
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if (bOpenCategory && bGroupByCategoryValue)
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{
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ImGui::TreePop();
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}
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}
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}
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if (bOpenAttributeSet && bGroupByAttributeSetValue)
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{
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ImGui::TreePop();
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}
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}
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ImGui::EndTable();
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}
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void FCogAbilityWindow_Attributes::DrawAttributeInfo(const UAbilitySystemComponent& AbilitySystemComponent, const FGameplayAttribute& Attribute)
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{
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if (ImGui::BeginTable("Attribute", 2, ImGuiTableFlags_Borders))
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{
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const ImVec4 TextColor(1.0f, 1.0f, 1.0f, 0.5f);
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ImGui::TableSetupColumn("Property");
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ImGui::TableSetupColumn("Value", ImGuiTableColumnFlags_WidthStretch);
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const float BaseValue = AbilitySystemComponent.GetNumericAttributeBase(Attribute);
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const float CurrentValue = AbilitySystemComponent.GetNumericAttribute(Attribute);
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//------------------------
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// Name
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//------------------------
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ImGui::TableNextRow();
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ImGui::TableNextColumn();
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ImGui::TextColored(TextColor, "Name");
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ImGui::TableNextColumn();
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ImGui::Text("%s", TCHAR_TO_ANSI(*Attribute.GetName()));
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//------------------------
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// Base Value
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//------------------------
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ImGui::TableNextRow();
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ImGui::TableNextColumn();
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ImGui::TextColored(TextColor, "Base Value");
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ImGui::TableNextColumn();
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ImGui::Text("%0.2f", BaseValue);
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//------------------------
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// Current Value
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//------------------------
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ImGui::TableNextRow();
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ImGui::TableNextColumn();
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ImGui::TextColored(TextColor, "Current Value");
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ImGui::TableNextColumn();
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ImGui::PushStyleColor(ImGuiCol_Text, FCogImguiHelper::ToImVec4(AlignmentConfig->GetAttributeColor(AbilitySystemComponent, Attribute)));
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ImGui::Text("%0.2f", CurrentValue);
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ImGui::PopStyleColor(1);
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//------------------------
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// Modifiers
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//------------------------
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FGameplayEffectQuery Query;
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for (const FActiveGameplayEffectHandle& ActiveHandle : AbilitySystemComponent.GetActiveEffects(Query))
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{
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const FActiveGameplayEffect* ActiveEffect = AbilitySystemComponent.GetActiveGameplayEffect(ActiveHandle);
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if (ActiveEffect == nullptr)
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{
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continue;
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}
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for (int32 i = 0; i < ActiveEffect->Spec.Modifiers.Num(); ++i)
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{
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const FModifierSpec& ModSpec = ActiveEffect->Spec.Modifiers[i];
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const FGameplayModifierInfo& ModInfo = ActiveEffect->Spec.Def->Modifiers[i];
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if (ModInfo.Attribute == Attribute)
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{
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ImGui::TableNextRow();
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ImGui::TableNextColumn();
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ImGui::TextColored(TextColor, "Effect");
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ImGui::TextColored(TextColor, "Operation");
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ImGui::TextColored(TextColor, "Magnitude");
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ImGui::TableNextColumn();
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ImGui::Text("%s", TCHAR_TO_ANSI(*FCogAbilityHelper::CleanupName(GetNameSafe(ActiveEffect->Spec.Def))));
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ImGui::Text("%s", TCHAR_TO_ANSI(*EGameplayModOpToString(ModInfo.ModifierOp)));
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ImGui::TextColored(FCogImguiHelper::ToImVec4(AlignmentConfig->GetEffectModifierColor(ModSpec, ModInfo, BaseValue)), "%0.2f", ModSpec.GetEvaluatedMagnitude());
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}
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}
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}
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ImGui::EndTable();
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}
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}
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