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UnrealEngineUWP/Engine/Source/Developer/TraceTools/Private/Models/TraceChannel.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "TraceChannel.h"
#include "Internationalization/Text.h"
// TraceTools
#include "Services/ISessionTraceFilterService.h"
namespace UE::TraceTools
{
FTraceChannel::FTraceChannel(FString InName,
FString InDescription,
FString InParentName,
uint32 InId,
bool bInEnabled,
bool bInReadOnly,
TSharedPtr<ISessionTraceFilterService> InFilterService)
: Name(InName),
Description(InDescription),
ParentName(InParentName),
Id(InId),
bFiltered(!bInEnabled),
bIsPending(false),
bReadOnly(bInReadOnly),
FilterService(InFilterService)
{
}
FText FTraceChannel::GetDisplayText() const
{
return FText::FromString(Name);
}
FText FTraceChannel::GetTooltipText() const
{
return FText::FromString(Description);
}
FString FTraceChannel::GetName() const
{
return Name;
}
FString FTraceChannel::GetDescription() const
{
return Description;
}
void FTraceChannel::SetPending()
{
bIsPending = true;
}
bool FTraceChannel::IsReadOnly() const
{
return bReadOnly;
}
void FTraceChannel::SetIsFiltered(bool bState)
{
SetPending();
FilterService->SetObjectFilterState(Name, !bState);
}
bool FTraceChannel::IsFiltered() const
{
return bFiltered;
}
bool FTraceChannel::IsPending() const
{
return bIsPending;
}
void FTraceChannel::GetSearchString(TArray<FString>& OutFilterStrings) const
{
OutFilterStrings.Add(Name);
}
} // namespace UE::TraceTools