2019-12-26 15:32:37 -05:00
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// Copyright Epic Games, Inc. All Rights Reserved.
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2014-11-19 07:43:07 -05:00
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#pragma once
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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#include "CoreMinimal.h"
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#include "VisualLogger/VisualLoggerTypes.h"
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#include "Input/Reply.h"
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#include "Widgets/DeclarativeSyntaxSupport.h"
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#include "Widgets/SCompoundWidget.h"
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#include "Framework/Commands/UICommandList.h"
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#include "Framework/Docking/TabManager.h"
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class AVisualLoggerCameraController;
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class FMenuBuilder;
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2014-11-19 07:43:07 -05:00
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class SVisualLoggerFilters;
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class SVisualLoggerLogsList;
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class SVisualLoggerStatusView;
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Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
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class SVisualLoggerView;
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struct FLogEntryItem;
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struct FVisualLoggerCanvasRenderer;
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struct FVisualLoggerDBRow;
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2014-11-19 07:43:07 -05:00
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class SVisualLogger : public SCompoundWidget
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{
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public:
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SLATE_BEGIN_ARGS(SVisualLogger) { }
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SLATE_END_ARGS()
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public:
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/**
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* Default constructor.
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*/
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SVisualLogger();
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virtual ~SVisualLogger();
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public:
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/**
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* Constructs the application.
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*
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* @param InArgs The Slate argument list.
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* @param ConstructUnderMajorTab The major tab which will contain the session front-end.
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* @param ConstructUnderWindow The window in which this widget is being constructed.
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*/
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void Construct(const FArguments& InArgs, const TSharedRef<SDockTab>& ConstructUnderMajorTab, const TSharedPtr<SWindow>& ConstructUnderWindow);
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public:
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TSharedRef<SDockTab> HandleTabManagerSpawnTab(const FSpawnTabArgs& Args, FName TabIdentifier) const;
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static void FillWindowMenu(FMenuBuilder& MenuBuilder, const TSharedPtr<FTabManager> TabManager);
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2014-11-19 07:43:07 -05:00
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/** Callback for for when the owner tab's visual state is being persisted. */
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void HandleMajorTabPersistVisualState();
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2015-06-11 09:51:31 -04:00
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virtual bool SupportsKeyboardFocus() const override { return true; }
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2014-11-19 07:43:07 -05:00
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void OnNewLogEntry(const FVisualLogDevice::FVisualLogEntryItem& Entry);
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void OnFiltersChanged();
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2015-08-27 05:21:28 -04:00
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void OnObjectSelectionChanged(const TArray<FName>& RowNames);
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void OnItemsSelectionChanged(const FVisualLoggerDBRow&, int32);
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void OnNewItemHandler(const FVisualLoggerDBRow& BDRow, int32 ItemIndex);
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void UpdateVisibilityForEntry(const FVisualLoggerDBRow& BDRow, int32 ItemIndex);
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void OnScrubPositionChanged(float NewScrubPosition, bool bScrubbing);
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2014-11-19 07:43:07 -05:00
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void OnFiltersSearchChanged(const FText& Filter);
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2015-04-24 07:10:23 -04:00
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void OnLogLineSelectionChanged(TSharedPtr<struct FLogEntryItem> SelectedItem, int64 UserData, FName TagName);
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2020-09-24 00:43:27 -04:00
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FReply OnKeyboardRedirection(const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent);
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2014-11-19 07:43:07 -05:00
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bool HandleStartRecordingCommandCanExecute() const;
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void HandleStartRecordingCommandExecute();
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bool HandleStartRecordingCommandIsVisible() const;
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bool HandleStopRecordingCommandCanExecute() const;
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void HandleStopRecordingCommandExecute();
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bool HandleStopRecordingCommandIsVisible() const;
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bool HandlePauseCommandCanExecute() const;
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void HandlePauseCommandExecute();
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bool HandlePauseCommandIsVisible() const;
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bool HandleResumeCommandCanExecute() const;
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void HandleResumeCommandExecute();
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bool HandleResumeCommandIsVisible() const;
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bool HandleLoadCommandCanExecute() const;
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void HandleLoadCommandExecute();
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bool HandleSaveCommandCanExecute() const;
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void HandleSaveCommandExecute();
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2015-05-27 09:20:05 -04:00
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void HandleSaveAllCommandExecute();
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void HandleSaveCommand(bool bSaveAllData);
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2021-06-17 10:47:10 -04:00
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bool HandleRefreshCommandCanExecute() const;
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void HandleRefreshCommandExecute();
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2014-11-21 08:26:27 -05:00
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bool HandleCameraCommandCanExecute() const;
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void HandleCameraCommandExecute();
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bool HandleCameraCommandIsChecked() const;
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2014-11-21 08:26:27 -05:00
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2014-11-19 07:43:07 -05:00
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TSharedPtr<SVisualLoggerFilters> GetVisualLoggerFilters() { return VisualLoggerFilters; }
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2014-12-01 08:44:16 -05:00
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void HandleTabManagerPersistLayout(const TSharedRef<FTabManager::FLayout>& LayoutToSave);
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2014-12-18 08:37:06 -05:00
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2015-01-07 08:06:36 -05:00
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void OnNewWorld(UWorld* NewWorld);
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2022-01-06 16:44:09 +00:00
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void OnLevelActorAdded(AActor* Actor);
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void OnLevelActorDeleted(AActor* Actor);
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void OnActorMoved(AActor* Actor);
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void OnSettingsChanged(FName PropertyName);
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2015-01-07 08:06:36 -05:00
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void ResetData();
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2014-12-18 08:37:06 -05:00
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2014-11-19 07:43:07 -05:00
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protected:
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2022-01-06 16:44:09 +00:00
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void CollectFilterVolumes();
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void ProcessFilterVolumes();
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2014-11-19 07:43:07 -05:00
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// Holds the list of UI commands.
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TSharedRef<FUICommandList> CommandList;
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// Holds the tab manager that manages the front-end's tabs.
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TSharedPtr<FTabManager> TabManager;
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// Visual Logger device to get and collect logs.
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2015-08-27 05:21:28 -04:00
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TSharedPtr<FVisualLogDevice> InternalDevice;
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2014-11-19 07:43:07 -05:00
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2014-11-21 08:26:27 -05:00
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TWeakObjectPtr<class AVisualLoggerCameraController> CameraController;
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2014-11-19 07:43:07 -05:00
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TSharedPtr<struct FVisualLoggerCanvasRenderer> VisualLoggerCanvasRenderer;
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2014-12-18 08:37:06 -05:00
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2014-11-19 07:43:07 -05:00
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mutable TSharedPtr<SVisualLoggerFilters> VisualLoggerFilters;
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mutable TSharedPtr<SVisualLoggerView> MainView;
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mutable TSharedPtr<SVisualLoggerLogsList> LogsList;
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mutable TSharedPtr<SVisualLoggerStatusView> StatusView;
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2015-01-08 09:29:27 -05:00
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2015-02-24 09:19:13 -05:00
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bool bPausedLogger;
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TArray<FVisualLogDevice::FVisualLogEntryItem> OnPauseCacheForEntries;
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2015-02-24 10:45:21 -05:00
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bool bGotHistogramData;
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2021-05-03 10:08:26 -04:00
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#if WITH_EDITOR
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FDelegateHandle PostPIEStartedHandle;
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#endif
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2015-01-08 09:29:27 -05:00
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FDelegateHandle DrawOnCanvasDelegateHandle;
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2015-08-27 05:21:28 -04:00
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TWeakObjectPtr<class UWorld> LastUsedWorld;
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2022-01-06 16:44:09 +00:00
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TArray<TWeakObjectPtr<const class AVisualLoggerFilterVolume>> FilterVolumesInLastUsedWorld;
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TArray<FBox> FilterBoxes;
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2014-11-19 07:43:07 -05:00
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};
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