Esempio n. 1
0
bool DbgInitialize()
{
	DbgClearAllTopics();

	gfRecordToFile = TRUE;
	gfRecordToDebugger = TRUE;
	gubAssertString[0] = '\0';

#ifndef _NO_DEBUG_TXT
	if (! DbgGetLogFileName( debugLogFileName ) ) {
		return false;
	}
	// clear debug text file out
	RemoveDebugText( );
#endif

	return true;
}
Esempio n. 2
0
void AHUD::AddDebugText_Implementation(const FString& DebugText,
										 AActor* SrcActor,
										 float Duration,
										 FVector Offset,
										 FVector DesiredOffset,
										 FColor TextColor,
										 bool bSkipOverwriteCheck,
										 bool bAbsoluteLocation,
										 bool bKeepAttachedToActor,
										 UFont* InFont,
										 float FontScale,
										 bool bDrawShadow
										 )
{
	// set a default color
	if (TextColor == FColor::Transparent)
	{
		TextColor = FColor::White;
	}
	
	// and a default source actor of our pawn
	if (SrcActor != NULL)
	{
		if (DebugText.Len() == 0)
		{
			RemoveDebugText(SrcActor);
		}
		else
		{
			// search for an existing entry
			int32 Idx = 0;
			if (!bSkipOverwriteCheck)
			{
				Idx = INDEX_NONE;
				for (int32 i = 0; i < DebugTextList.Num() && Idx == INDEX_NONE; ++i)
				{
					if (DebugTextList[i].SrcActor == SrcActor)
					{
						Idx = i;
					}
				}
				if (Idx == INDEX_NONE)
				{
					// manually grow the array one struct element
					Idx = DebugTextList.Add(FDebugTextInfo());
				}
			}
			else
			{
				Idx = DebugTextList.Add(FDebugTextInfo());
			}
			// assign the new text and actor
			DebugTextList[Idx].SrcActor = SrcActor;
			DebugTextList[Idx].SrcActorOffset = Offset;
			DebugTextList[Idx].SrcActorDesiredOffset = DesiredOffset;
			DebugTextList[Idx].DebugText = DebugText;
			DebugTextList[Idx].TimeRemaining = Duration;
			DebugTextList[Idx].Duration = Duration;
			DebugTextList[Idx].TextColor = TextColor;
			DebugTextList[Idx].bAbsoluteLocation = bAbsoluteLocation;
			DebugTextList[Idx].bKeepAttachedToActor = bKeepAttachedToActor;
			DebugTextList[Idx].OrigActorLocation = SrcActor->GetActorLocation();
			DebugTextList[Idx].Font = InFont;
			DebugTextList[Idx].FontScale = FontScale;
			DebugTextList[Idx].bDrawShadow = bDrawShadow;
		}
	}
}