Files
gig-line/Game/GigLine/Source/GigLine/GigLineCharacter.h
T
zwitschi bc2e9c3b8e feat(hud): F3 debug overlay — FPS, frame time, worst frame, state
A top-left readout for performance work: smoothed FPS and frame time, the worst
frame in a rolling two-second window, the active view, player speed, a frame
counter and the player's position in metres from the project origin.

- F3 toggles it, through the console variable gigline.Debug so a packaged build can
  be checked without a rebuild (IA_ToggleDebug).
- On automatically for -perf and -qaselftest, so a performance capture never depends
  on pressing a key first; off in the built demo, because a player should not see an
  FPS counter over Hollywood Boulevard.
- The first two seconds are a warm-up window excluded from the worst-frame figure.
  Without it the readout showed "worst 400 ms" for a healthy run: the startup shader
  and streaming hitches dominated the rolling maximum.

Measured cost on the self-test route at 1440p: 2.64 to 2.77 ms average, about 5 %,
still 6x the floor. The release-check number stays the overlay-off run; the
overlay-on series is committed beside it as
Docs/perf/0.2.0-walk-frametimes-overlay.csv.

Docs: controls (F3 row, overlay section, switch table), release checks (cost row),
architecture building block view (HUD and input list).
2026-11-09 12:41:01 +01:00

201 lines
6.8 KiB
C++

// First-person player character for the 0.1.0 walkable Hollywood block.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "InputActionValue.h"
#include "GigLineCharacter.generated.h"
class UAnimSequence;
class UCameraComponent;
class UInputAction;
class UInputMappingContext;
class USpringArmComponent;
/**
* Walking first-person character.
*
* Movement is C++ and network-agnostic in the shapes it uses (Enhanced Input ->
* AddMovementInput), so a Blueprint subclass can retune values without touching
* code. Defaults are human-scale: 1.75 m capsule, 1.6 m eye height, 4 m/s walk.
*/
UCLASS()
class GIGLINE_API AGigLineCharacter : public ACharacter
{
GENERATED_BODY()
public:
AGigLineCharacter();
virtual void BeginPlay() override;
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
virtual void Tick(float DeltaSeconds) override;
protected:
/** Loads the Enhanced Input assets from /Game/Input; called from BeginPlay. */
void LoadInputAssets();
/** Teleports back to the map's PlayerStart and clears velocity. */
void ResetToStart();
void TogglePause();
public:
/** True while the third-person rig is the active view (for the debug overlay). */
bool IsThirdPerson() const { return bThirdPerson; }
/** Review harness: hold or release forward input from the screenshot actor. */
void SetReviewWalk(bool bEnable);
/** Review harness: put the pawn back where it spawned, after a walking capture. */
void ReturnToStartForReview();
protected:
/** Swaps between the first-person and third-person rigs (V). */
void ToggleCamera();
/**
* Plays the idle or walk clip on the visible body.
*
* Called from the movement tick rather than from input: an animation state
* driven by speed is correct whether the player walked, was pushed, or fell.
* Only switches when the clip changes, because PlayAnimation restarts a clip
* and calling it every frame would freeze the cycle at its first key.
*/
void UpdateBodyAnimation();
/** Velocity above which the walk clip plays, in cm/s (0.1 m/s tolerance). */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Animation")
float WalkAnimationThreshold = 10.0f;
/**
* TEMP QA: scripted walk / reset / pause verification.
*
* Enabled only by the `-qaselftest` command-line switch, so it never runs in
* normal play. It exists because those three behaviours were listed as
* "needs a human at the keyboard" and a repeatable headless check beats
* waiting for one.
*/
void StartQASelfTest();
/** Set while the self-test is driving forward input. */
bool bQATestWalking = false;
/** Repeating timer that captures StartLocation on first ground contact. */
FTimerHandle SettleHandle;
/** Where the player started, so reset returns there rather than the origin. */
UPROPERTY()
FVector StartLocation = FVector::ZeroVector;
UPROPERTY()
FRotator StartRotation = FRotator::ZeroRotator;
bool bPaused = false;
/** Moves along the control yaw by the given forward/strafe amounts. */
void ApplyMove(float Forward, float Strafe);
/** Handles input actions to movement; assigned in C++ so the project runs with no assets. */
/** Forward/back and strafe are separate 1D actions, summed into one move. */
void MoveForward(const FInputActionValue& Value);
void MoveStrafe(const FInputActionValue& Value);
void MoveBack(const FInputActionValue& Value);
void MoveLeft(const FInputActionValue& Value);
void Look(const FInputActionValue& Value);
void StartJump();
void StopJump();
/** Mapping context for the gamepad and keyboard. */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
TObjectPtr<UInputMappingContext> MappingContext;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
TObjectPtr<UInputAction> MoveAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
TObjectPtr<UInputAction> MoveBackAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
TObjectPtr<UInputAction> StrafeAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
TObjectPtr<UInputAction> StrafeLeftAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
TObjectPtr<UInputAction> LookAction;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
TObjectPtr<UInputAction> JumpAction;
/** Respawn at the start point (R). */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
TObjectPtr<UInputAction> ResetAction;
/** Toggle the pause menu (Escape). */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
TObjectPtr<UInputAction> PauseAction;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera")
TObjectPtr<UCameraComponent> FirstPersonCamera;
/**
* Third-person boom. Collision testing is on, which is what stops the camera
* from ending up inside a wall: the arm shortens until the camera is clear
* instead of clipping through geometry.
*/
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera")
TObjectPtr<USpringArmComponent> ThirdPersonArm;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera")
TObjectPtr<UCameraComponent> ThirdPersonCamera;
/** Boom length in cm: far enough to see the body, close enough to read the street. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")
float ThirdPersonBoomLength = 340.0f;
UPROPERTY()
TObjectPtr<UAnimSequence> IdleAnimation;
UPROPERTY()
TObjectPtr<UAnimSequence> WalkAnimation;
/** True while the third-person rig is the active view. */
UPROPERTY(BlueprintReadOnly, Category = "Camera")
bool bThirdPerson = false;
/** Clip currently playing on the body, so UpdateBodyAnimation can diff it. */
UPROPERTY()
TObjectPtr<UAnimSequence> PlayingAnimation;
/** True while `-walk` holds forward input for the screenshot run. */
bool bWalkForever = false;
/** Applies the `-walk` forward input when the flag is set and the pawn is grounded. */
void WalkForever();
/** Debug-overlay action (F3). */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
TObjectPtr<UInputAction> ToggleDebugAction;
/** Flips the gigline.Debug console variable that the HUD reads. */
void ToggleDebugOverlay();
/** Toggle-camera action (V). */
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Input")
TObjectPtr<UInputAction> ToggleCameraAction;
/** Degrees per second per unit of mouse input; defaults to Unreal's usual 45. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")
float LookSensitivity = 45.0f;
/** Invert the pitch axis, for players who prefer it. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera")
bool bInvertLookY = false;
/** Walk speed in metres per second; converted to Unreal units on first use. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
float WalkSpeedMetresPerSecond = 4.0f;
};