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// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
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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 "Modules/ModuleInterface.h"
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#include "MessageLogInitializationOptions.h"
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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 FMessageLogViewModel;
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DECLARE_DELEGATE_RetVal(bool, FCanShowMessageLog);
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class FMessageLogModule : public IModuleInterface
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{
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public:
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FMessageLogModule();
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/** Begin IModuleInterface interface */
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virtual void StartupModule();
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virtual void ShutdownModule();
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/** End IModuleInterface interface */
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/**
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* Registers a log listing with the message log widget. This log is displayed in the global Message Log window by default, but this can be disabled in InitializationOptions.
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* It is not necessary to call this function before outputting to a log via AddMessage etc. This call simply
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* registers a UI to view the log data.
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*
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* @param LogName The name of the log to register
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* @param LogLabel The label to display for the log
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* @param InitializationOptions Initialization options for this message log
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*/
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virtual void RegisterLogListing(const FName& LogName, const FText& LogLabel, const FMessageLogInitializationOptions& InitializationOptions = FMessageLogInitializationOptions() );
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/**
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* Unregisters a log listing with the message log widget.
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*
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* @param LogName The name of the log to unregister.
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* @returns true if successful.
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*/
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virtual bool UnregisterLogListing(const FName& LogName);
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/**
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* Checks to see if a log listing is already registered with the system
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*
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* @param LogName The name of the log to check.
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* @returns true if the log listing is already registered.
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*/
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virtual bool IsRegisteredLogListing(const FName& LogName) const;
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/**
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* Get a message log listing registered with the message log. If it does not exist it will created.
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*
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* @param LogName The name of the log to retrieve
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* @returns the log listing.
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*/
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virtual TSharedRef<class IMessageLogListing> GetLogListing(const FName& LogName);
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/**
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* Opens up the message log to a certain log listing
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*
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* @param LogName The name of the log to open
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*/
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virtual void OpenMessageLog(const FName& LogName);
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/**
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* Creates a new log listing for use outside of the global MessageLog window.
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*
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* @param LogName The name of the log to create
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* @param InitializationOptions Initialization options for this message log
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* @returns a new log listing.
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*/
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virtual TSharedRef<class IMessageLogListing> CreateLogListing(const FName& InLogName, const FMessageLogInitializationOptions& InitializationOptions = FMessageLogInitializationOptions());
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/**
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* Creates a log listing widget to view data from the passed-in listing.
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*
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* @param InMessageLogListing The log listing created via CreateLogListing().
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* @returns the log listing widget.
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*/
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virtual TSharedRef< class SWidget > CreateLogListingWidget(const TSharedRef<class IMessageLogListing>& InMessageLogListing);
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/**
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* Setting this to true will allow the message log to be displayed when OpenMessageLog is called.
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*/
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virtual void EnableMessageLogDisplay(bool bInCanDisplayMessageLog);
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private:
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/** The one and only message log view model */
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TSharedPtr<class FMessageLogViewModel> MessageLogViewModel;
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/** Delegate used to determine whether the message log can be displayed */
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bool bCanDisplayMessageLog;
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/** Handle to delegate called when module state changes */
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FDelegateHandle ModulesChangedHandle;
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2014-03-14 14:13:41 -04:00
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};
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