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- Hooked up console edit box - Hooked up active tool messages to modes (the mode specific messages need a lot of improvement - Added status bars to standalone asset editors #rb louise.rasmussen [CL 13264057 by Matt Kuhlenschmidt in ue5-main branch]
57 lines
1.6 KiB
C++
57 lines
1.6 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Widgets/SWidget.h"
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#include "Modules/ModuleInterface.h"
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#include "Widgets/SWindow.h"
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#include "Features/IModularFeatures.h"
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#include "HAL/IConsoleManager.h"
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class SMultiLineEditableTextBox;
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/** Style of the debug console */
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namespace EDebugConsoleStyle
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{
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enum Type
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{
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/** Shows the debug console input line with tab completion only */
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Compact,
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/** Shows a scrollable log window with the input line on the bottom */
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WithLog,
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};
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};
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struct FDebugConsoleDelegates
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{
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FSimpleDelegate OnFocusLost;
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FSimpleDelegate OnConsoleCommandExecuted;
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FSimpleDelegate OnCloseConsole;
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};
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class FOutputLogModule : public IModuleInterface
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{
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public:
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virtual void StartupModule();
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virtual void ShutdownModule();
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/** Generates a console input box widget. Remember, this widget will become invalid if the
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output log DLL is unloaded on the fly. */
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virtual TSharedRef<SWidget> MakeConsoleInputBox(TSharedPtr<SMultiLineEditableTextBox>& OutExposedEditableTextBox, const FSimpleDelegate& OnCloseConsole) const;
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/** Opens a debug console in the specified window, if not already open */
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virtual void ToggleDebugConsoleForWindow(const TSharedRef<SWindow>& Window, const EDebugConsoleStyle::Type InStyle, const FDebugConsoleDelegates& DebugConsoleDelegates);
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/** Closes the debug console for the specified window */
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virtual void CloseDebugConsole();
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virtual void ClearOnPIE(const bool bIsSimulating);
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private:
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/** Weak pointer to a debug console that's currently open, if any */
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TWeakPtr< SWidget > DebugConsole;
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};
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