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不明不惑
2026-03-03 01:23:02 +08:00
commit 3e434877e8
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// Copyright 2025 https://yuewu.dev/en All Rights Reserved.
#pragma once
#include "GameplayTagContainer.h"
#if WITH_GAMEPLAY_DEBUGGER
#include "CoreMinimal.h"
#include "GameplayDebuggerCategory.h"
#include "InputTriggers.h"
class APlayerController;
class AActor;
class FGIPS_GameplayDebuggerCategory_Input : public FGameplayDebuggerCategory
{
public:
FGIPS_GameplayDebuggerCategory_Input();
void CollectData(APlayerController* OwnerPC, AActor* DebugActor) override;
void DrawData(APlayerController* OwnerPC, FGameplayDebuggerCanvasContext& CanvasContext) override;
static TSharedRef<FGameplayDebuggerCategory> MakeInstance();
void OnShowInputBuffersToggle();
void OnShowPassedInputEntriesToggle();
void OnShowBlockedInputEntriesToggle();
void OnShowBufferedInputEntriesToggle();
protected:
void DrawInputBuffers(FGameplayDebuggerCanvasContext& CanvasContext, const APlayerController* OwnerPC) const;
void DrawInputEntries(FGameplayDebuggerCanvasContext& CanvasContext, const APlayerController* OwnerPC) const;
struct FRepData
{
FString ActorName;
FString InputConfig;
FString InputControlSetup;
FGameplayTag BufferedInputTag;
struct FInputBuffersDebug
{
FName WindowName;
bool bIsActive;
FName InputTagName;
ETriggerEvent InputEvent;
};
TArray<FInputBuffersDebug> InputBuffers;
void Serialize(FArchive&Ar);
};
FRepData DataPack;
private:
// Save off the last expected draw size so that we can draw a border around it next frame (and hope we're the same size)
float LastDrawDataEndSize = 0.0f;
bool bShowInputBuffers = true;
bool bShowPassedInputEntries = true;
bool bShowBlockedInputEntries = true;
bool bShowBufferedInputEntries = true;
};
#endif // WITH_GAMEPLAY_DEBUGG