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KF2-Dev-Scripts/KFGame/Classes/KFDebugLines.uc

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFDebugLines
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
//
// Not optimal, but very useful debug line/sphere/text drawing for some
// situations. Allows each debug line/shape to have an owner who can handle
// turning them on/off without affecting other debug lines/shapes (unlike
// flushpersistentdebuglines).
//
// Allows lines to be rendered from/to specific owner/locations and handles
// updating those locations if they change. For example, in a pawn's controller
// class:
// KFDebugLines.AddDebugLineFromOwner(name,MoveTarget.Location,255,255,255,true);
//
// Durations can be set for each shape/line.
//
// This will indefinitely update and render a line from the controller's pawn
// to the current move goal. It's up to the controller to turn it off.
//=============================================================================
class KFDebugLines extends Actor
native;
struct native DebugDrawInfo
{
var byte R;
var byte G;
var byte B;
var bool bPersistent;
var int PersistentFrameCounter;
var float Duration;
var name OwnerName;
var int DDID;
var bool bHidden;
};
struct native DebugLine extends DebugDrawInfo
{
var vector Start;
var vector End;
var bool bDrawFromOwner;
var bool bDrawToOwner;
};
struct native PawnDebugLine extends DebugLine
{
var bool bDrawViewRotation;
var bool bDrawDesiredRotation;
};
struct native DebugSphere extends DebugDrawInfo
{
var vector Center;
var float Radius;
var int Segments;
};
struct native DebugText3D extends DebugDrawInfo
{
var vector WorldPos;
var Vector ScreenPos;
var string Text;
var bool bUseDropShadow;
var float WorldTime;
var float ZVelocity;
var float ZOffset;
var Actor Base;
};
var array<DebugLine> ActiveLines;
var int MaxLines;
var array<DebugSphere> ActiveSpheres;
var int MaxSpheres;
var array<DebugText3D> ActiveText3D;
var int MaxText3D;
cpptext
{
virtual void TickSpecial( FLOAT DeltaSeconds );
FVector GetOwnerLocationForLineIndex( INT LineIdx );
FVector GetOwnerLocationForName( FName InName );
FVector GetOwnerDesiredRotationForLineIndex( INT LineIdx );
void CleanUpDebugLines();
}
/** Hook to allow actors to render HUD overlays for themselves. Handles rendering KFDebugLines, Spheres & Text */
simulated native function NativePostRenderFor( PlayerController PC, Canvas Canvas, vector CameraPosition, vector CameraDir );
/** Work in progress */
simulated native function AddPawnDebugLine( bool bDrawViewRotation, bool bDrawDesiredRotation, byte R, byte G, byte B, optional bool bPersistent, optional float InDuration, optional name InOwnerName, optional int DDID );
/** Add a debug line from start to end, with an optional lifespan, ID and actor Owner */
simulated native function AddDebugLine( vector Start, vector End, byte R, byte G, byte B, optional bool bPersistent, optional float InDuration, optional name InOwnerName, optional int DDID, optional bool bDrawFromOwner=false, optional bool bDrawToOwner=false, optional bool bDrawDesiredRotation );
/** Add a debug line from the specified actor Owner's location to the End location, with optional duration */
simulated native function AddDebugLineFromOwner( name InOwner, vector End, byte R, byte G, byte B, optional bool bPersistent, optional float InDuration, optional int DDID );
/** Add a debug line from the Start location to the specified actor Owner's location, with optional duration */
simulated native function AddDebugLineToOwner( vector Start, name InOwner, byte R, byte G, byte B, optional bool bPersistent, optional float InDuration, optional int DDID );
/** Add a debug sphere with optional duration and owner name */
simulated native function AddDebugSphere( vector Center, float Radius, int Segments, byte R, byte G, byte B, optional bool bPersistent, optional float InDuration, optional name InOwnerName, optional int DDID );
/** Add debug text, rendered at WorldPos, with optional owner and duration */
simulated native function AddDebugText3D( vector WorldPos, string Text, bool bUseDropShadow, byte R, byte G, byte B, optional bool bPersistent, optional float InDuration, optional Actor InBase, optional float InZVelocity = 0.0f, optional name InOwnerName, optional int DDID );
/** Remove all debug lines that are owned by InOwnerName (specify an ID to only remove a subset of the owner's lines) */
simulated native function RemoveOwnedDebugLines( name InOwnerName, optional int DDID );
/** Remove all debug spheres that are owned by InOwnerName (specify an ID to only remove a subset of the owner's debug spheres) */
simulated native function RemoveOwnedDebugSpheres( name InOwnerName, optional int DDID );
/** Remove all debug text that is owned by InOwnerName (specify an ID to only remove a subset of the owner's debug text) */
simulated native function RemoveOwnedDebugText3D( name InOwnerName, optional int DDID );
/** Clears all existing debug lines, spheres, and text */
simulated native function ClearAll();
/*********************************************************************************************
* Initialization/Destruction
********************************************************************************************* */
event PostBeginPlay()
{
super.PostBeginPlay();
AddToPostRenderList();
}
function AddToPostRenderList()
{
local PlayerController PC;
local HUD iHUD;
// Add to the HUD's PostRendered List
ForEach LocalPlayerControllers( class'PlayerController', PC )
{
iHUD = ( PC.myHUD );
if( iHUD != None )
{
iHUD.AddPostRenderedActor( self );
iHUD.bShowOverlays = true;
}
}
}
function RemoveFromPostRenderList()
{
local PlayerController PC;
local HUD iHUD;
// Remove from the HUD's PostRendered List
ForEach LocalPlayerControllers( class'PlayerController', PC )
{
iHUD = PC.myHUD;
if( iHUD != None )
{
iHUD.RemovePostRenderedActor( self );
// Assuming there are unrelated postrendered actors remaining, then bShowOverlays shouldn't change
if( iHUD.PostRenderedActors.Length == 0 )
{
iHUD.bShowOverlays = iHUD.Default.bShowOverlays;
}
}
}
}
/** Remove from the HUD's PostRenderList when not in use */
event Destroyed()
{
RemoveFromPostRenderList();
}
/*********************************************************************************************
* Static functions
********************************************************************************************* */
/**
* NewDebugLineFromOwner
* Draws a debug line from the actor Owner's location, to the specified end location.
*
* @param name InOwner Name of the actor who owns this debug line (line will be drawn from this actor)
* @param vector End End of the line location
* @param optional color inColor Line color
* @param optional bool bPersistent Whether or not the line should automatically go away after a duration
* @param optional float InDuration Duration (lifespan) of the debug line
* @param optional int DDID Optional ID int which can be used by owner to adjust or remove this debug line
*/
static function NewDebugLineFromOwner( name InOwner, vector End, optional color inColor, optional bool bPersistent, optional float InDuration, optional int DDID )
{
local KFDebugLines KFDL;
KFDL = GetDebugLines();
if( KFDL != none )
{
KFDL.AddDebugLineFromOwner( InOwner, End, inColor.R, inColor.G, inColor.B, bPersistent, InDuration, DDID );
}
}
/**
* NewDebugLineToOwner
* Draws a debug line from the specified Start location to the line's owner location.
*
* @param vector Start Start of the line location
* @param name InOwner Name of the actor who owns this debug line (line will be drawn to this actor)
* @param optional color inColor Line color
* @param optional bool bPersistent Whether or not the line should automatically go away after a duration
* @param optional float InDuration Duration (lifespan) of the debug line
* @param optional int DDID Optional ID int which can be used by owner to adjust or remove this debug line
*/
static function NewDebugLineToOwner( vector Start, name InOwner, optional color inColor, optional bool bPersistent, optional float InDuration, optional int DDID )
{
local KFDebugLines KFDL;
KFDL = GetDebugLines();
if( KFDL != none )
{
KFDL.AddDebugLineToOwner( Start, InOwner, inColor.R, inColor.G, inColor.B, bPersistent, InDuration, DDID );
}
}
/**
* NewDebugSphere
* Creates a debug sphere with optional actor owner and optional time duration (lifespan)
*
* @param vector Center Sphere center location
* @param float Radius Sphere radius
* @param int Segments Number of segments that compose the sphere
* @param optional color inColor Sphere color
* @param optional bool bPersistent Whether or not the sphere should automatically go away after a duration
* @param optional float InDuration Duration (lifespan) of the debug sphere
* @param optional name InOwnerName Optional actor name for the owner of this sphere
* @param optional int DDID Optional ID int which can be used by owner to adjust or remove this debug line
*/
static function NewDebugSphere( vector Center, float Radius, int Segments, optional color inColor, optional bool bPersistent, optional float InDuration, optional name InOwnerName, optional int DDID )
{
local KFDebugLines KFDL;
KFDL = GetDebugLines();
if( KFDL != none )
{
KFDL.AddDebugSphere( Center, Radius, Segments, inColor.R, inColor.G, inColor.B, bPersistent, InDuration, InOwnerName, DDID );
}
}
/** Gets the active KFDebugLines, if enabled */
static function KFDebugLines GetDebugLines()
{
local KFGameEngine KFGEngine;
KFGEngine = KFGameEngine(Class'KFGameEngine'.static.GetEngine());
if( KFGEngine != none )
{
return KFGEngine.GetDebugLines();
}
return None;
}
/** Clear all debug lines owned by actor with InName. Specify an ID to selectively clear out specific owned lines */
static function KFDebug_ClearLines( name InName, optional int ID )
{
local KFDebugLines KFDL;
KFDL = GetDebugLines();
if( KFDL != none )
{
KFDL.RemoveOwnedDebugLines( InName, ID );
}
}
/** Clear all debug spheres owned by actor with InName. Specify an ID to selectively clear out specific owned spheres */
static function KFDebug_ClearSpheres( name InName, optional int ID )
{
local KFDebugLines KFDL;
KFDL = GetDebugLines();
if( KFDL != none )
{
KFDL.RemoveOwnedDebugSpheres( InName, ID );
}
}
/** Clear all debug text owned by actor with InName. Specify an ID to selectively clear out specific owned text */
static function KFDebug_ClearText( name InName, optional int ID )
{
local KFDebugLines KFDL;
KFDL = GetDebugLines();
if( KFDL != none )
{
KFDL.RemoveOwnedDebugText3D( InName, ID );
}
}
DefaultProperties
{
MaxLines=1000
MaxSpheres=1000
MaxText3D=100
bPostRenderIfNotVisible=true
bKillDuringLevelTransition=true
}