Files
Cog/Source/CogSample/CogSampleGameState.h
T
Arnaud Jamin 1b5d63b0af Rework how ImGui input toggle is triggered
Add a new window CommandBindings to configure the shortcuts of console commands
The first time it is created, this window add the bindings to control cog:

[Tab]  Cog.ToggleInput
[F1]   Cog.LoadLayout 1
[F2]   Cog.LoadLayout 2
[F3]   Cog.LoadLayout 3
[F4]   Cog.LoadLayout 4
[F5]   Cog.ToggleSelectionMode

The selection window can now uses the Actor Label instead of Name (simpler to read)
Fix Blackboard sorting
2023-10-19 17:28:42 -04:00

45 lines
1.0 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "CogCommon.h"
#include "GameFramework/GameStateBase.h"
#include "CogSampleGameState.generated.h"
class UCogWindowManager;
class UCogEngineWindow_Selection;
UCLASS()
class ACogSampleGameState : public AGameStateBase
{
GENERATED_BODY()
ACogSampleGameState(const FObjectInitializer& ObjectInitializer);
virtual void BeginPlay() override;
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
virtual void Tick(float DeltaSeconds) override;
private:
//--------------------------------------------------------------
// To make sure it doesn't get garbage collected.
//--------------------------------------------------------------
UPROPERTY()
TObjectPtr<UObject> CogWindowManagerRef = nullptr;
#if ENABLE_COG
void InitializeCog();
void RegisterCommands();
void UnregisterCommands();
TObjectPtr<UCogWindowManager> CogWindowManager = nullptr;
TObjectPtr<UCogEngineWindow_Selection> SelectionWindow = nullptr;
#endif //ENABLE_COG
};