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- moving interfaces to engine from plugins - get rewind debugger debug view interface out of GameplayInsights plugin - change view system to use modular features instead of having it's own registration management #review jurre.debaare [CL 16986089 by Keith Yerex in ue5-main branch]
34 lines
1.0 KiB
C++
34 lines
1.0 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 "IRewindDebuggerView.h"
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#include "Textures/SlateIcon.h"
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namespace TraceServices
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{
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class IAnalysisSession;
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}
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// Interface class which creates debug widgets
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class REWINDDEBUGGERINTERFACE_API IRewindDebuggerViewCreator : public IModularFeature
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{
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public:
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static const FName ModularFeatureName;
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// returns the name of a type of UObject for which this debug view will be created
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virtual FName GetTargetTypeName() const = 0;
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// returns a unique name for identifying this type of widget (same value returned by IRewindDebuggerView::GetName)
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virtual FName GetName() const = 0;
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// text for tab header
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virtual FText GetTitle() const = 0;
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// icon for tab header
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virtual FSlateIcon GetIcon() const = 0;
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// creates and returns a widget, which will be displayed in Rewind Debugger
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virtual TSharedPtr<IRewindDebuggerView> CreateDebugView(uint64 ObjectId, double CurrentTime, const TraceServices::IAnalysisSession& InAnalysisSession) const = 0;
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}; |