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UnrealEngineUWP/Engine/Source/Developer/OutputLog/Public/OutputLogModule.h

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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
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
#include "CoreMinimal.h"
#include "Widgets/SWidget.h"
#include "Modules/ModuleInterface.h"
#include "Widgets/SWindow.h"
class SMultiLineEditableTextBox;
class FOutputLogHistory;
class SOutputLog;
class SDockTab;
class FSpawnTabArgs;
struct FOutputLogCreationParams;
struct FOutputLogFilter;
/** Style of the debug console */
namespace EDebugConsoleStyle
{
enum Type
{
/** Shows the debug console input line with tab completion only */
Compact,
/** Shows a scrollable log window with the input line on the bottom */
WithLog,
};
};
struct FDebugConsoleDelegates
{
FSimpleDelegate OnFocusLost;
FSimpleDelegate OnConsoleCommandExecuted;
FSimpleDelegate OnCloseConsole;
};
class FOutputLogModule : public IModuleInterface
{
public:
virtual void StartupModule();
virtual void ShutdownModule();
static const FName ModuleName;
static OUTPUTLOG_API FOutputLogModule& Get();
static OUTPUTLOG_API FOutputLogModule* TryGet();
/** Returns whether debug console widgets should be hidden */
virtual bool ShouldHideConsole() const;
/** Generates a console input box widget. Remember, this widget will become invalid if the
output log DLL is unloaded on the fly. */
virtual TSharedRef<SWidget> MakeConsoleInputBox(TSharedPtr<SMultiLineEditableTextBox>& OutExposedEditableTextBox, const FSimpleDelegate& OnCloseConsole, const FSimpleDelegate& OnConsoleCommandExecuted) const;
virtual TSharedRef<SWidget> MakeOutputLogDrawerWidget(const FSimpleDelegate& OnCloseConsole);
virtual TSharedRef<SWidget> MakeOutputLogWidget(const FOutputLogCreationParams& Params);
/** Opens a debug console in the specified window, if not already open */
virtual void ToggleDebugConsoleForWindow(const TSharedRef<SWindow>& Window, const EDebugConsoleStyle::Type InStyle, const FDebugConsoleDelegates& DebugConsoleDelegates);
/** Closes the debug console for the specified window */
virtual void CloseDebugConsole();
virtual void ClearOnPIE(const bool bIsSimulating);
virtual void FocusOutputLogConsoleBox(const TSharedRef<SWidget> OutputLogToFocus);
virtual const TSharedPtr<SWidget> GetOutputLog() const;
/*
* Suspend the collection of global log data that is used for constructing output log widgets. This global log will perpetually collect logging information perpetually and may exhaust memory.
*/
virtual void SuspendGlobalLog();
/*
* Resume global log collection. Note this has a memory impact as log entries are stored for the life of the running edit.
*/
virtual void ResumeGlobalLog();
/** Opens and focuses on the Output Log Drawer if the status bar exists, otherwise opens and focuses on the Output Log Tab. */
void OUTPUTLOG_API FocusOutputLog();
const TSharedPtr<SDockTab> GetOutputLogTab() const { return OutputLogTab.Pin(); }
struct FOutputFilterParams
{
TOptional<bool> bShowErrors;
TOptional<bool> bShowWarnings;
TOptional<bool> bShowLogs;
TOptional<TSet<ELogVerbosity::Type>> IgnoreFilterVerbosities;
};
/** Change the output log's filter. If CategoriesToShow is empty, all categories will be shown. */
void OUTPUTLOG_API UpdateOutputLogFilter(const TArray<FName>& CategoriesToShow, TOptional<bool> bShowErrors = TOptional<bool>(), TOptional<bool> bShowWarnings = TOptional<bool>(), TOptional<bool> bShowLogs = TOptional<bool>());
void OUTPUTLOG_API UpdateOutputLogFilter(const TArray<FName>& CategoriesToShow, const FOutputFilterParams& InParams);
/** Opens the output log tab, or brings it to front if it's already open */
void OUTPUTLOG_API OpenOutputLog() const;
/** Returns the value of bCycleToOutputLogDrawer from the module OutputLogSettings. This function helps StatusBar to access properties in OutputLogSetting
through OutputLogModule to avoid dependencies. */
virtual bool ShouldCycleToOutputLogDrawer() const;
TMulticastDelegate<void()> OnOutputLogDrawerCleared;
private:
TSharedRef<SDockTab> SpawnOutputLogTab(const FSpawnTabArgs& Args);
void OnOutputLogTabClosed(TSharedRef<SDockTab> Tab);
TSharedRef<SDockTab> SpawnDeviceOutputLogTab(const FSpawnTabArgs& Args);
private:
/** Our global output log app spawner */
TSharedPtr<FOutputLogHistory> OutputLogHistory;
/** Caches the user selected Filters as the OutputLog tab can be closed and remade multiple times */
TUniquePtr<FOutputLogFilter> OutputLogFilterCache;
/** Our global active output log that belongs to a tab */
TWeakPtr<SOutputLog> OutputLog;
/** Global tab that the output log resides in */
TWeakPtr<SDockTab> OutputLogTab;
/** The output log that lives in a status bar drawer */
TWeakPtr<SOutputLog> OutputLogDrawer;
/** Weak pointer to a debug console that's currently open, if any */
TWeakPtr<SWidget> DebugConsole;
/** Weak pointer to the widget to focus once they console window closes */
TWeakPtr<SWidget> PreviousKeyboardFocusedWidget;
};