Files
Cog/Source/CogSample/CogSampleGameState.cpp
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

230 lines
8.6 KiB
C++

#include "CogSampleGameState.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "AssetRegistry/IAssetRegistry.h"
#include "CogSampleFunctionLibrary_Tag.h"
#include "GameFramework/Character.h"
#include "GameFramework/GameMode.h"
#include "GameFramework/GameState.h"
#include "Modules/ModuleManager.h"
#if ENABLE_COG
#include "CogAbilityDataAsset.h"
#include "CogAbilityModule.h"
#include "CogAbilityWindow_Abilities.h"
#include "CogAbilityWindow_Attributes.h"
#include "CogAbilityWindow_Cheats.h"
#include "CogAbilityWindow_Effects.h"
#include "CogAbilityWindow_Pools.h"
#include "CogAbilityWindow_Tags.h"
#include "CogAbilityWindow_Tweaks.h"
#include "CogAIWindow_BehaviorTree.h"
#include "CogAIWindow_Blackboard.h"
#include "CogDebugDrawImGui.h"
#include "CogDebugPlot.h"
#include "CogEngineDataAsset.h"
#include "CogEngineModule.h"
#include "CogEngineWindow_Collisions.h"
#include "CogEngineWindow_CommandBindings.h"
#include "CogEngineWindow_DebugSettings.h"
#include "CogEngineWindow_ImGui.h"
#include "CogEngineWindow_Inspector.h"
#include "CogEngineWindow_LogCategories.h"
#include "CogEngineWindow_Metrics.h"
#include "CogEngineWindow_NetEmulation.h"
#include "CogEngineWindow_OutputLog.h"
#include "CogEngineWindow_Plots.h"
#include "CogEngineWindow_Scalability.h"
#include "CogEngineWindow_Selection.h"
#include "CogEngineWindow_Skeleton.h"
#include "CogEngineWindow_Spawns.h"
#include "CogEngineWindow_Stats.h"
#include "CogEngineWindow_TimeScale.h"
#include "CogImguiModule.h"
#include "CogInputDataAsset.h"
#include "CogInputWindow_Actions.h"
#include "CogInputWindow_Gamepad.h"
#include "CogSampleLogCategories.h"
#include "CogWindowManager.h"
#include "GameFramework/GameUserSettings.h"
#endif //ENABLE_COG
//--------------------------------------------------------------------------------------------------------------------------
template<typename T>
T* GetFirstAssetByClass()
{
IAssetRegistry& AssetRegistry = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry")).Get();
TArray<FAssetData> Assets;
AssetRegistry.GetAssetsByClass(T::StaticClass()->GetClassPathName(), Assets, true);
if (Assets.Num() == 0)
{
return nullptr;
}
UObject* Asset = Assets[0].GetAsset();
T* CastedAsset = Cast<T>(Asset);
return CastedAsset;
}
//--------------------------------------------------------------------------------------------------------------------------
ACogSampleGameState::ACogSampleGameState(const FObjectInitializer & ObjectInitializer)
: Super(ObjectInitializer)
{
SetActorTickEnabled(true);
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.SetTickFunctionEnable(true);
PrimaryActorTick.bStartWithTickEnabled = true;
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleGameState::BeginPlay()
{
Super::BeginPlay();
#if ENABLE_COG
InitializeCog();
#endif //ENABLE_COG
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleGameState::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
#if ENABLE_COG
if (CogWindowManager != nullptr)
{
CogWindowManager->Shutdown();
}
#endif //ENABLE_COG
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleGameState::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
#if ENABLE_COG
extern ENGINE_API float GAverageFPS;
extern ENGINE_API float GAverageMS;
FCogDebugPlot::PlotValue(this, "Frame Rate", GAverageFPS);
FCogDebugPlot::PlotValue(this, "Frame Time", GAverageMS);
CogWindowManager->Tick(DeltaSeconds);
#endif //ENABLE_COG
}
#if ENABLE_COG
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleGameState::InitializeCog()
{
CogWindowManager = NewObject<UCogWindowManager>(this);
CogWindowManagerRef = CogWindowManager;
//---------------------------------------
// Engine
//---------------------------------------
const UCogEngineDataAsset* EngineAsset = GetFirstAssetByClass<UCogEngineDataAsset>();
UCogEngineWindow_Collisions* CollisionsWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Collisions>("Engine.Collision");
CollisionsWindow->SetAsset(EngineAsset);
CogWindowManager->CreateWindow<UCogEngineWindow_CommandBindings>("Engine.Command Bindings");
CogWindowManager->CreateWindow<UCogEngineWindow_DebugSettings>("Engine.Debug Settings");
CogWindowManager->CreateWindow<UCogEngineWindow_ImGui>("Engine.ImGui");
UCogEngineWindow_Inspector* Inspector = CogWindowManager->CreateWindow<UCogEngineWindow_Inspector>("Engine.Inspector");
Inspector->AddFavorite(GEngine->GetGameUserSettings(), [](UObject* Object)
{
if (UGameUserSettings* UserSettings = Cast<UGameUserSettings>(Object))
{
UserSettings->ApplySettings(true);
}
});
CogWindowManager->CreateWindow<UCogEngineWindow_LogCategories>("Engine.Log Categories");
CogWindowManager->CreateWindow<UCogEngineWindow_NetEmulation>("Engine.Net Emulation");
CogWindowManager->CreateWindow<UCogEngineWindow_OutputLog>("Engine.Output Log");
CogWindowManager->CreateWindow<UCogEngineWindow_Metrics>("Engine.Metrics");
CogWindowManager->CreateWindow<UCogEngineWindow_Plots>("Engine.Plots");
SelectionWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Selection>("Engine.Selection");
SelectionWindow->SetActorClasses({ ACharacter::StaticClass(), AActor::StaticClass(), AGameModeBase::StaticClass(), AGameStateBase::StaticClass() });
SelectionWindow->SetTraceType(UEngineTypes::ConvertToTraceType(ECollisionChannel::ECC_Pawn));
CogWindowManager->CreateWindow<UCogEngineWindow_Scalability>("Engine.Scalability");
CogWindowManager->CreateWindow<UCogEngineWindow_Skeleton>("Engine.Skeleton");
UCogEngineWindow_Spawns* SpawnWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Spawns>("Engine.Spawns");
SpawnWindow->SetAsset(EngineAsset);
UCogEngineWindow_Stats* StatsWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Stats>("Engine.Stats");
CogWindowManager->CreateWindow<UCogEngineWindow_TimeScale>("Engine.Time Scale");
//---------------------------------------
// Abilities
//---------------------------------------
const UCogAbilityDataAsset* AbilityAsset = GetFirstAssetByClass<UCogAbilityDataAsset>();
UCogAbilityWindow_Abilities* AbilitiesWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Abilities>("Gameplay.Abilities");
AbilitiesWindow->SetAsset(AbilityAsset);
UCogAbilityWindow_Attributes* AttributesWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Attributes>("Gameplay.Attributes");
AttributesWindow->SetAsset(AbilityAsset);
UCogAbilityWindow_Cheats* CheatsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Cheats>("Gameplay.Cheats");
CheatsWindow->SetAsset(AbilityAsset);
UCogAbilityWindow_Effects* EffectsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Effects>("Gameplay.Effects");
EffectsWindow->SetAsset(AbilityAsset);
UCogAbilityWindow_Pools* PoolsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Pools>("Gameplay.Pools");
PoolsWindow->SetAsset(AbilityAsset);
CogWindowManager->CreateWindow<UCogAbilityWindow_Tags>("Gameplay.Tags");
UCogAbilityWindow_Tweaks* TweaksWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Tweaks>("Gameplay.Tweaks");
TweaksWindow->SetAsset(AbilityAsset);
//---------------------------------------
// AI
//---------------------------------------
CogWindowManager->CreateWindow<UCogAIWindow_BehaviorTree>("AI.Behavior Tree");
CogWindowManager->CreateWindow<UCogAIWindow_Blackboard>("AI.Blackboard");
//---------------------------------------
// Input
//---------------------------------------
const UCogInputDataAsset* InputAsset = GetFirstAssetByClass<UCogInputDataAsset>();
UCogInputWindow_Actions* ActionsWindow = CogWindowManager->CreateWindow<UCogInputWindow_Actions>("Input.Actions");
ActionsWindow->SetAsset(InputAsset);
UCogInputWindow_Gamepad* GamepadWindow = CogWindowManager->CreateWindow<UCogInputWindow_Gamepad>("Input.Gamepad");
GamepadWindow->SetAsset(InputAsset);
//---------------------------------------
// Main Menu Widget
//---------------------------------------
CogWindowManager->AddMainMenuWidget(SelectionWindow.Get());
CogWindowManager->AddMainMenuWidget(StatsWindow);
}
#endif //ENABLE_COG