Files
Cog/Source/CogSample/CogSampleGameState.cpp
T
2023-10-06 02:27:00 -04:00

228 lines
9.0 KiB
C++

#include "CogSampleGameState.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "AssetRegistry/IAssetRegistry.h"
#include "CogDefines.h"
#include "GameFramework/Character.h"
#include "GameFramework/GameMode.h"
#include "GameFramework/GameState.h"
#include "Modules/ModuleManager.h"
#if USE_COG
#include "CogAbilityDataAsset_Abilities.h"
#include "CogAbilityDataAsset_Cheats.h"
#include "CogAbilityDataAsset_Pools.h"
#include "CogAbilityDataAsset_Tweaks.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 "CogDebugDefines.h"
#include "CogDebugDrawImGui.h"
#include "CogDebugPlot.h"
#include "CogEngineDataAsset_Collisions.h"
#include "CogEngineDataAsset_Spawns.h"
#include "CogEngineModule.h"
#include "CogEngineWindow_Collisions.h"
#include "CogEngineWindow_DebugSettings.h"
#include "CogEngineWindow_ImGui.h"
#include "CogEngineWindow_LogCategories.h"
#include "CogEngineWindow_NetEmulation.h"
#include "CogEngineWindow_OutputLog.h"
#include "CogEngineWindow_Metrics.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_Actions.h"
#include "CogInputWindow_Actions.h"
#include "CogInputWindow_Gamepad.h"
#include "CogSampleTagLibrary.h"
#include "CogWindowManager.h"
#endif //USE_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();
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleGameState::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
Super::EndPlay(EndPlayReason);
#if USE_COG
if (CogWindowManager != nullptr)
{
CogWindowManager->Shutdown();
}
#endif //USE_COG
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleGameState::Tick(float DeltaSeconds)
{
Super::Tick(DeltaSeconds);
#if USE_COG
TickCog(DeltaSeconds);
#endif //USE_COG
}
#if USE_COG
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleGameState::TickCog(float DeltaSeconds)
{
//---------------------------------------
// Wait for the viewport to be set
//---------------------------------------
if (GEngine->GameViewport != nullptr)
{
if (CogWindowManager == nullptr)
{
InitializeCog();
}
else
{
CogWindowManager->Tick(DeltaSeconds);
}
}
extern ENGINE_API float GAverageFPS;
extern ENGINE_API float GAverageMS;
FCogDebugPlot::PlotValue(this, "Frame Rate", GAverageFPS);
FCogDebugPlot::PlotValue(this, "Frame Time", GAverageMS);
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleGameState::InitializeCog()
{
TSharedPtr<SCogImguiWidget> Widget = FCogImguiModule::Get().CreateImGuiViewport(GEngine->GameViewport, [this](float DeltaTime) { RenderCog(DeltaTime); });
FCogImguiModule::Get().SetToggleInputKey(FCogImGuiKeyInfo(EKeys::Insert));
CogWindowManager = NewObject<UCogWindowManager>(this);
CogWindowManagerRef = CogWindowManager;
CogWindowManager->Initialize(GetWorld(), Widget);
//---------------------------------------
// Engine
//---------------------------------------
UCogEngineWindow_Collisions* CollisionsWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Collisions>("Engine.Collision");
CollisionsWindow->SetCollisionsAsset(GetFirstAssetByClass<UCogEngineDataAsset_Collisions>());
CogWindowManager->CreateWindow<UCogEngineWindow_DebugSettings>("Engine.Debug Settings");
CogWindowManager->CreateWindow<UCogEngineWindow_ImGui>("Engine.ImGui");
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");
UCogEngineWindow_Selection* SelectionWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Selection>("Engine.Selection");
SelectionWindow->SetActorSubClasses({ AActor::StaticClass(), AGameModeBase::StaticClass(), AGameStateBase::StaticClass(), ACharacter::StaticClass() });
SelectionWindow->SetCurrentActorSubClass(ACharacter::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->SetSpawnsAsset(GetFirstAssetByClass<UCogEngineDataAsset_Spawns>());
UCogEngineWindow_Stats* StatsWindow = CogWindowManager->CreateWindow<UCogEngineWindow_Stats>("Engine.Stats");
CogWindowManager->CreateWindow<UCogEngineWindow_TimeScale>("Engine.Time Scale");
//---------------------------------------
// Abilities
//---------------------------------------
UCogAbilityWindow_Abilities* AbilitiesWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Abilities>("Gameplay.Abilities");
AbilitiesWindow->AbilitiesAsset = GetFirstAssetByClass<UCogAbilityDataAsset_Abilities>();
CogWindowManager->CreateWindow<UCogAbilityWindow_Attributes>("Gameplay.Attributes");
UCogAbilityWindow_Cheats* CheatsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Cheats>("Gameplay.Cheats");
CheatsWindow->CheatsAsset = GetFirstAssetByClass<UCogAbilityDataAsset_Cheats>();
UCogAbilityWindow_Effects* EffectsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Effects>("Gameplay.Effects");
EffectsWindow->NegativeEffectTag = Tag_Effect_Alignment_Negative;
EffectsWindow->PositiveEffectTag = Tag_Effect_Alignment_Positive;
UCogAbilityWindow_Pools* PoolsWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Pools>("Gameplay.Pools");
PoolsWindow->PoolsAsset = GetFirstAssetByClass<UCogAbilityDataAsset_Pools>();
CogWindowManager->CreateWindow<UCogAbilityWindow_Tags>("Gameplay.Tags");
UCogAbilityWindow_Tweaks* TweaksWindow = CogWindowManager->CreateWindow<UCogAbilityWindow_Tweaks>("Gameplay.Tweaks");
TweaksWindow->TweaksAsset = GetFirstAssetByClass<UCogAbilityDataAsset_Tweaks>();
//---------------------------------------
// Input
//---------------------------------------
UCogInputWindow_Actions* ActionsWindow = CogWindowManager->CreateWindow<UCogInputWindow_Actions>("Input.Actions");
ActionsWindow->ActionsAsset = GetFirstAssetByClass<UCogInputDataAsset_Actions>();
UCogInputWindow_Gamepad* GamepadWindow = CogWindowManager->CreateWindow<UCogInputWindow_Gamepad>("Input.Gamepad");
GamepadWindow->ActionsAsset = GetFirstAssetByClass<UCogInputDataAsset_Actions>();
//---------------------------------------
// Main Menu Widget
//---------------------------------------
CogWindowManager->AddMainMenuWidget(SelectionWindow);
CogWindowManager->AddMainMenuWidget(StatsWindow);
}
//--------------------------------------------------------------------------------------------------------------------------
void ACogSampleGameState::RenderCog(float DeltaTime)
{
CogWindowManager->Render(DeltaTime);
FCogDebugDrawImGui::Draw();
}
#endif //USE_COG