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ReshadePluginsCore/libs/UEngine/UETools.hpp

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#pragma once
#include "UMG_classes.hpp"
#include <spdlog/spdlog.h>
#include <unordered_map>
#include <atomic>
inline std::atomic_bool g_Console_Enabled { false };
namespace SDK {
class UEngine;
class UObject;
class UWorld;
class UWidget;
class APawn;
class UGameplayStatics;
class UConsole;
class UInputSettings;
class UKismetStringLibrary;
class UGameInstance;
class ULocalPlayer;
class APlayerController;
}
struct WidgetTrackInfo {
std::string ClassName;
std::string RootWidgetClass;
std::string OuterClass;
bool WasInViewport = false;
int ConstructCount = 0;
int DestructCount = 0;
std::chrono::steady_clock::time_point FirstSeen;
};
static std::unordered_map<std::string, WidgetTrackInfo> g_WidgetTracker;
// Unreal Engine functions
/**
* @brief Gets the current player Pawn from the world.
* @param world Optional UWorld pointer.
* @return Player Pawn or nullptr.
*/
SDK::APawn* GetPawnFromWorld(SDK::UWorld* world = nullptr);
/**
* @brief Reactivate the development console.
* @param logger spdlog.
*/
void ReactivateDevConsole(std::shared_ptr<spdlog::logger> logger);
/**
* @brief Apply offsets recursively to UVCanvasPanelSlot.
* @param widget UUserWidget* pointer.
* @param left offset.
* @param right offset.
*/
void ApplyOffsetsRecursive(SDK::UWidget* widget, float left, float right = 0, int MaxDepth = INT_MAX);
/**
* @brief Apply offsets recursively to Overlay.
* @param widget UUserWidget* pointer.
* @param Offset (left and right offsets).
* @param alignment widget (left, right, center, fill ...)
* @param ExcludeNames excluded class widgets in depth check
* @param MaxDepth Max depth to go through root component
*/
void ApplyOverlayOffsetRecursive(SDK::UWidget* Widget, float Offset, SDK::EHorizontalAlignment alignment,
const std::vector<std::string>& ExcludeNames = {}, int MaxDepth = INT_MAX);
void FindAndApplyCanvasRecursive(SDK::UWidget* widget, float offset, int MaxDepth = INT_MAX, int currentDepth = 0);
/**
* @brief Tracks potential widgets candidates for HUD & UI at construction
* @param widget UUserWidget* pointer.
*/
void TrackWidgetConstruct(SDK::UUserWidget* widget);
/**
* @brief Tracks potential widgets candidates for HUD & UI at destruction
* @param widget UUserWidget* pointer.
*/
void TrackWidgetDestruct(SDK::UUserWidget* widget);
/**
* @brief Dump and log previously searched UI & HUD wisgets
* @param logger the log object.
*/
void DumpUIAnalysis(std::shared_ptr<spdlog::logger> logger);
void ClearWidgetTracking();