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https://github.com/Ed94/Cog.git
synced 2026-06-13 00:01:37 -07:00
491 lines
16 KiB
C++
491 lines
16 KiB
C++
#include "CogEngineWindow_Selection.h"
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#include "CogDebugDraw.h"
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#include "CogImguiModule.h"
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#include "CogWindowManager.h"
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#include "CogWindowWidgets.h"
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#include "EngineUtils.h"
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#include "imgui.h"
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#include "Kismet/GameplayStatics.h"
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogEngineWindow_Selection::RenderHelp()
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{
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ImGui::Text(
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"This window can be used to select an actor either by picking an actor in the world, "
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"or by selecting an actor in the actor list. "
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"The actor list can be filtered by actor type (Actor, Character, etc). "
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"The current selection is used by various debug windows to filter out their content"
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);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogEngineWindow_Selection::PreRender(ImGuiWindowFlags& WindowFlags)
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{
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WindowFlags = ImGuiWindowFlags_MenuBar;
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogEngineWindow_Selection::ToggleSelectionMode()
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{
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if (bSelectionModeActive)
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{
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DeactivateSelectionMode();
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}
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else
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{
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ActivateSelectionMode();
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}
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogEngineWindow_Selection::ActivateSelectionMode()
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{
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bSelectionModeActive = true;
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bImGuiHadInputBeforeEnteringSelectionMode = FCogImguiModule::Get().GetEnableInput();
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FCogImguiModule::Get().SetEnableInput(true);
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GetOwner()->SetHideAllWindows(true);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogEngineWindow_Selection::HackWaitInputRelease()
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{
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WaitInputReleased = 1;
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogEngineWindow_Selection::DeactivateSelectionMode()
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{
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bSelectionModeActive = false;
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//--------------------------------------------------------------------------------------------
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// We can enter selection mode by a command, and imgui might not have the input focus
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// When in selection mode we need imgui to have the input focus
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// When leaving selection mode we want to leave it as is was before
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//--------------------------------------------------------------------------------------------
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if (bImGuiHadInputBeforeEnteringSelectionMode == false)
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{
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FCogImguiModule::Get().SetEnableInput(false);
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}
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GetOwner()->SetHideAllWindows(false);
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogEngineWindow_Selection::RenderTick(float DeltaTime)
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{
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Super::RenderTick(DeltaTime);
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if (FCogDebugSettings::GetSelection() == nullptr)
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{
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FCogDebugSettings::SetSelection(GetLocalPlayerPawn());
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}
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if (bSelectionModeActive)
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{
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TickSelectionMode();
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}
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if (AActor* Actor = GetSelection())
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{
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if (Actor != GetLocalPlayerPawn())
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{
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DrawActorFrame(Actor);
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}
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}
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogEngineWindow_Selection::RenderContent()
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{
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Super::RenderContent();
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if (ImGui::BeginMenuBar())
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{
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if (ImGui::MenuItem("Pick"))
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{
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ActivateSelectionMode();
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HackWaitInputRelease();
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}
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ImGui::EndMenuBar();
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}
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DrawSelectionCombo();
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}
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//--------------------------------------------------------------------------------------------------------------------------
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bool UCogEngineWindow_Selection::DrawSelectionCombo()
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{
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bool SelectionChanged = false;
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APawn* LocalPlayerPawn = GetLocalPlayerPawn();
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//------------------------
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// Actor Class Combo
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//------------------------
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ImGui::SetNextItemWidth(-1);
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if (ImGui::BeginCombo("##SelectionType", TCHAR_TO_ANSI(*GetNameSafe(SelectedSubClass))))
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{
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for (TSubclassOf<AActor> ItSubClass : SubClasses)
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{
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if (ImGui::Selectable(TCHAR_TO_ANSI(*GetNameSafe(ItSubClass)), false))
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{
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SelectedSubClass = ItSubClass;
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}
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}
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ImGui::EndCombo();
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}
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ImGui::Separator();
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//------------------------
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// Actor List
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//------------------------
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//ImGui::BeginChild("ActorList", ImVec2(-1, -1), false);
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TArray<AActor*> Actors;
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for (TActorIterator<AActor> It(GetWorld(), SelectedSubClass); It; ++It)
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{
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AActor* Actor = *It;
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Actors.Add(Actor);
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}
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ImGuiListClipper Clipper;
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Clipper.Begin(Actors.Num());
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while (Clipper.Step())
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{
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for (int32 i = Clipper.DisplayStart; i < Clipper.DisplayEnd; i++)
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{
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AActor* Actor = Actors[i];
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if (Actor == nullptr)
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{
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continue;
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}
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ImGui::PushStyleColor(ImGuiCol_Text, Actor == LocalPlayerPawn ? IM_COL32(255, 255, 0, 255) : IM_COL32(255, 255, 255, 255));
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bool bIsSelected = Actor == FCogDebugSettings::GetSelection();
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const FString ActorName = GetNameSafe(Actor);
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if (ImGui::Selectable(TCHAR_TO_ANSI(*ActorName), bIsSelected))
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{
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FCogDebugSettings::SetSelection(Actor);
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SelectionChanged = true;
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}
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ImGui::PopStyleColor(1);
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DrawActorContextMenu(Actor);
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//------------------------
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// Draw Frame
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//------------------------
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if (ImGui::IsItemHovered())
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{
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DrawActorFrame(Actor);
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}
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if (bIsSelected)
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{
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ImGui::SetItemDefaultFocus();
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}
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}
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}
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Clipper.End();
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//ImGui::EndChild();
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return SelectionChanged;
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogEngineWindow_Selection::DrawActorContextMenu(AActor* Actor)
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{
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//------------------------
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// ContextMenu
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//------------------------
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ImGui::SetNextWindowSize(ImVec2(FCogWindowWidgets::GetFontWidth() * 20, 0));
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if (ImGui::BeginPopupContextItem())
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{
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if (ImGui::Button("Reset Selection", ImVec2(-1, 0)))
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{
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ImGui::CloseCurrentPopup();
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FCogDebugSettings::SetSelection(GetLocalPlayerPawn());
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}
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if (ImGui::IsItemHovered())
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{
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ImGui::SetTooltip("Reset the selection to the controlled actor.");
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}
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ImGui::EndPopup();
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}
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogEngineWindow_Selection::TickSelectionMode()
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{
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if (ImGui::IsMouseClicked(ImGuiMouseButton_Right))
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{
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DeactivateSelectionMode();
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return;
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}
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if (ImGui::IsItemHovered(ImGuiHoveredFlags_AnyWindow))
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{
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return;
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}
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APlayerController* PlayerController = GetLocalPlayerController();
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if (PlayerController == nullptr)
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{
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DeactivateSelectionMode();
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return;
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}
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ImDrawList* DrawList = ImGui::GetBackgroundDrawList();
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DrawList->AddRect(ImVec2(0, 0), ImGui::GetIO().DisplaySize, IM_COL32(255, 0, 0, 128), 0.0f, 0, 20.0f);
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FCogWindowWidgets::AddTextWithShadow(DrawList, ImVec2(20, 20), IM_COL32(255, 255, 255, 255), "Picking Mode. \n[LMB] Pick \n[RMB] Cancel");
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AActor* HoveredActor = nullptr;
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FVector WorldOrigin, WorldDirection;
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if (UGameplayStatics::DeprojectScreenToWorld(PlayerController, FCogImguiHelper::ToVector2D(ImGui::GetMousePos()), WorldOrigin, WorldDirection))
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{
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TArray<AActor*> IgnoreList;
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FHitResult HitResult;
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if (UKismetSystemLibrary::LineTraceSingle(GetWorld(), WorldOrigin, WorldOrigin + WorldDirection * 10000, TraceType, false, IgnoreList, EDrawDebugTrace::None, HitResult, true))
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{
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if (HitResult.GetActor() != nullptr)
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{
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if (HitResult.GetActor()->GetClass()->IsChildOf(SelectedSubClass))
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{
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HoveredActor = HitResult.GetActor();
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}
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}
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}
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}
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if (HoveredActor != nullptr)
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{
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DrawActorFrame(HoveredActor);
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}
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if (bSelectionModeActive)
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{
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if (ImGui::IsMouseReleased(ImGuiMouseButton_Left))
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{
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if (WaitInputReleased == 0)
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{
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if (HoveredActor != nullptr)
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{
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FCogDebugSettings::SetSelection(HoveredActor);
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}
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DeactivateSelectionMode();
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}
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else
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{
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WaitInputReleased--;
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}
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}
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}
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogEngineWindow_Selection::DrawActorFrame(const AActor* Actor)
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{
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APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();
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if (PlayerController == nullptr)
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{
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return;
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}
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ImDrawList* DrawList = ImGui::GetBackgroundDrawList();
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FVector BoxOrigin, BoxExtent;
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bool PrimitiveFound = false;
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FBox Bounds(ForceInit);
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if (const UPrimitiveComponent* PrimitiveComponent = Cast<UPrimitiveComponent>(Actor->GetRootComponent()))
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{
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PrimitiveFound = true;
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Bounds += PrimitiveComponent->Bounds.GetBox();
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}
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else
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{
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Actor->ForEachComponent<UPrimitiveComponent>(true, [&](const UPrimitiveComponent* InPrimComp)
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{
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if (InPrimComp->IsRegistered() && InPrimComp->IsCollisionEnabled())
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{
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Bounds += InPrimComp->Bounds.GetBox();
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PrimitiveFound = true;
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}
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});
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}
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if (PrimitiveFound)
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{
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Bounds.GetCenterAndExtents(BoxOrigin, BoxExtent);
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}
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else
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{
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BoxOrigin = Actor->GetActorLocation();
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BoxExtent = FVector(50.f, 50.f, 50.f);
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}
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FVector2D ScreenPosMin, ScreenPosMax;
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if (ComputeBoundingBoxScreenPosition(PlayerController, BoxOrigin, BoxExtent, ScreenPosMin, ScreenPosMax))
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{
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const ImU32 Color = (Actor == GetSelection()) ? IM_COL32(255, 255, 255, 255) : IM_COL32(255, 255, 255, 128);
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DrawList->AddRect(FCogImguiHelper::ToImVec2(ScreenPosMin), FCogImguiHelper::ToImVec2(ScreenPosMax), Color, 0.0f, 0, 1.0f);
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FCogWindowWidgets::AddTextWithShadow(DrawList, FCogImguiHelper::ToImVec2(ScreenPosMin + FVector2D(0, -14.0f)), Color, TCHAR_TO_ANSI(*Actor->GetName()));
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}
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}
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//-----------------------------------------------------------------------------------------
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bool UCogEngineWindow_Selection::ComputeBoundingBoxScreenPosition(const APlayerController* PlayerController, const FVector& Origin, const FVector& Extent, FVector2D& Min, FVector2D& Max)
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{
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FVector Corners[8];
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Corners[0].Set(-Extent.X, -Extent.Y, -Extent.Z); // - - -
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Corners[1].Set(Extent.X, -Extent.Y, -Extent.Z); // + - -
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Corners[2].Set(-Extent.X, Extent.Y, -Extent.Z); // - + -
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Corners[3].Set(-Extent.X, -Extent.Y, Extent.Z); // - - +
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Corners[4].Set(Extent.X, Extent.Y, -Extent.Z); // + + -
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Corners[5].Set(Extent.X, -Extent.Y, Extent.Z); // + - +
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Corners[6].Set(-Extent.X, Extent.Y, Extent.Z); // - + +
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Corners[7].Set(Extent.X, Extent.Y, Extent.Z); // + + +
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Min.X = FLT_MAX;
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Min.Y = FLT_MAX;
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Max.X = -FLT_MAX;
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Max.Y = -FLT_MAX;
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for (int i = 0; i < 8; ++i)
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{
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FVector2D ScreenLocation;
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if (PlayerController->ProjectWorldLocationToScreen(Origin + Corners[i], ScreenLocation, false) == false)
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{
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return false;
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}
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Min.X = FMath::Min(ScreenLocation.X, Min.X);
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Min.Y = FMath::Min(ScreenLocation.Y, Min.Y);
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Max.X = FMath::Max(ScreenLocation.X, Max.X);
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Max.Y = FMath::Max(ScreenLocation.Y, Max.Y);
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}
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// Prevent getting large values when the camera get close to the target
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ImVec2 DisplaySize = ImGui::GetIO().DisplaySize;
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Min.X = FMath::Max(-DisplaySize.x, Min.X);
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Min.Y = FMath::Max(-DisplaySize.y, Min.Y);
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Max.X = FMath::Min(DisplaySize.x * 2, Max.X);
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Max.Y = FMath::Min(DisplaySize.y * 2, Max.Y);
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return true;
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}
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//--------------------------------------------------------------------------------------------------------------------------
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void UCogEngineWindow_Selection::DrawMainMenuWidget(bool Draw, float& Width)
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{
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const float PickButtonWidth = FCogWindowWidgets::GetFontWidth() * 6;
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const float SelectionButtonWidth = FCogWindowWidgets::GetFontWidth() * 30;
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const float ResetButtonWidth = FCogWindowWidgets::GetFontWidth() * 2;
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Width = PickButtonWidth + SelectionButtonWidth + ResetButtonWidth;
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if (Draw == false)
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{
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return;
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}
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if (ImGui::BeginPopup("SelectionPopup"))
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{
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ImGui::BeginChild("Popup", ImVec2(Width, FCogWindowWidgets::GetFontWidth() * 40), false);
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if (DrawSelectionCombo())
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{
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ImGui::CloseCurrentPopup();
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}
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ImGui::EndChild();
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ImGui::EndPopup();
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}
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//-----------------------------------
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// Pick Button
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//-----------------------------------
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{
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0.0f, 0.0f));
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ImGui::PushStyleVar(ImGuiStyleVar_FrameBorderSize, 1.0f);
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ImGui::PushStyleColor(ImGuiCol_Button, IM_COL32(0, 0, 0, 0));
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if (ImGui::Button("Pick", ImVec2(PickButtonWidth, 0)))
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{
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ActivateSelectionMode();
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HackWaitInputRelease();
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}
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if (ImGui::IsItemHovered())
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{
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ImGui::SetTooltip("Enter picking mode to select an actor on screen.");
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}
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ImGui::PopStyleColor(1);
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ImGui::PopStyleVar(2);
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}
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AActor* GlobalSelection = FCogDebugSettings::GetSelection();
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//-----------------------------------
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// Selection
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//-----------------------------------
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{
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0.0f, 0.0f));
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ImGui::PushStyleVar(ImGuiStyleVar_ButtonTextAlign, ImVec2(0.0f, 0.5f));
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ImGui::PushStyleColor(ImGuiCol_Button, ImGui::GetStyleColorVec4((ImGuiCol_FrameBg)));
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ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImGui::GetStyleColorVec4((ImGuiCol_FrameBgActive)));
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ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImGui::GetStyleColorVec4((ImGuiCol_FrameBgHovered)));
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ImGui::SameLine();
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FString SelectionName = GetNameSafe(GlobalSelection);
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if (ImGui::Button(TCHAR_TO_ANSI(*SelectionName), ImVec2(SelectionButtonWidth, 0)))
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{
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ImGui::OpenPopup("SelectionPopup");
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}
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if (ImGui::IsItemHovered())
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{
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ImGui::SetTooltip("Current Selection: %s", TCHAR_TO_ANSI(*SelectionName));
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}
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ImGui::PopStyleColor(3);
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ImGui::PopStyleVar(2);
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DrawActorContextMenu(GlobalSelection);
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}
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//-----------------------------------
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// Reset Button
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//-----------------------------------
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{
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(0.0f, 0.0f));
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ImGui::PushStyleColor(ImGuiCol_Button, ImGui::GetStyleColorVec4((ImGuiCol_FrameBg)));
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ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImGui::GetStyleColorVec4((ImGuiCol_FrameBgActive)));
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ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImGui::GetStyleColorVec4((ImGuiCol_FrameBgHovered)));
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ImGui::SameLine(ImGui::GetCursorPos().x - ResetButtonWidth + (ImGui::GetStyle().WindowPadding.x - 2) * ImGui::GetWindowDpiScale());
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if (ImGui::Button("X", ImVec2(ResetButtonWidth, 0)))
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{
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FCogDebugSettings::SetSelection(nullptr);
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ImGui::CloseCurrentPopup();
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}
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if (ImGui::IsItemHovered())
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{
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ImGui::SetTooltip("Reset the selection to the controlled actor.");
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}
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ImGui::PopStyleColor(3);
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ImGui::PopStyleVar(1);
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}
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} |