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UnrealEngineUWP/Engine/Source/Developer/NewLogVisualizer/Private/LogVisualizerModule.cpp

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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "LogVisualizer.h"
#include "LogVisualizerModule.h"
#include "LogVisualizerStyle.h"
#include "SDockTab.h"
#include "VisualLoggerRenderingActor.h"
#include "Editor/EditorEngine.h"
#define LOCTEXT_NAMESPACE "FLogVisualizerModule"
static const FName VisualLoggerTabName("VisualLogger");
//DEFINE_LOG_CATEGORY(LogLogVisualizer);
void FNewLogVisualizerModule::StartupModule()
{
FLogVisualizerStyle::Initialize();
FVisualLoggerCommands::Register();
IModularFeatures::Get().RegisterModularFeature(VisualLoggerTabName, this);
// This is still experimental in the editor, so it'll be invoked specifically in FMainMenu if the experimental settings flag is set.
// When no longer experimental, switch to the nomad spawner registration below
FGlobalTabmanager::Get()->RegisterTabSpawner(VisualLoggerTabName, FOnSpawnTab::CreateRaw(this, &FNewLogVisualizerModule::SpawnLogVisualizerTab));
}
void FNewLogVisualizerModule::ShutdownModule()
{
FGlobalTabmanager::Get()->UnregisterTabSpawner(VisualLoggerTabName);
FVisualLoggerCommands::Unregister();
IModularFeatures::Get().UnregisterModularFeature(VisualLoggerTabName, this);
FLogVisualizerStyle::Shutdown();
}
TSharedRef<SDockTab> FNewLogVisualizerModule::SpawnLogVisualizerTab(const FSpawnTabArgs& SpawnTabArgs)
{
const TSharedRef<SDockTab> MajorTab = SNew(SDockTab)
.TabRole(ETabRole::MajorTab).OnTabClosed(SDockTab::FOnTabClosedCallback::CreateRaw(this, &FNewLogVisualizerModule::OnTabClosed));
TSharedPtr<SWidget> TabContent;
TabContent = SNew(SVisualLogger, MajorTab, SpawnTabArgs.GetOwnerWindow());
MajorTab->SetContent(TabContent.ToSharedRef());
return MajorTab;
}
void FNewLogVisualizerModule::OnTabClosed(TSharedRef<SDockTab>)
{
UWorld* World = NULL;
#if WITH_EDITOR
UEditorEngine *EEngine = Cast<UEditorEngine>(GEngine);
if (GIsEditor && EEngine != NULL)
{
// lets use PlayWorld during PIE/Simulate and regular world from editor otherwise, to draw debug information
World = EEngine->PlayWorld != NULL ? EEngine->PlayWorld : EEngine->GetEditorWorldContext().World();
}
else
#endif
if (!GIsEditor)
{
World = GEngine->GetWorld();
}
if (World == NULL)
{
World = GWorld;
}
if (World)
{
for (TActorIterator<AVisualLoggerRenderingActor> It(World); It; ++It)
{
World->DestroyActor(*It);
}
}
}
IMPLEMENT_MODULE(FNewLogVisualizerModule, LogVisualizer);
#undef LOCTEXT_NAMESPACE