Files
UnrealEngineUWP/Engine/Source/Developer/LogVisualizer/Private/SLogsTableRow.h
sebastian kowalczyk 496433601e Visual Loggger refactor - first pass. #ue4
- new interface. Old FVisualLog class is used only as a devce for visual logger - only to store logs and to communicate with LogVisualizer for now (this class is going to be removed soon).
- added first basic automation tests
- added first simple Blueprint interface
- kept old functionality. ToggleAILogging cheat and EnableAILogging command line works too.

[CL 2321094 by sebastian kowalczyk in Main branch]
2014-10-07 07:36:49 -04:00

45 lines
1.2 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
struct FLogsListItem;
/** Implements a row widget for log list. */
class SLogsTableRow : public SMultiColumnTableRow< TSharedPtr<FLogsListItem> >
{
#if ENABLE_VISUAL_LOG
typedef SMultiColumnTableRow< TSharedPtr<FLogsListItem> > Super;
public:
SLATE_BEGIN_ARGS(SLogsTableRow) {}
SLATE_ARGUMENT(TSharedPtr<class SLogVisualizer>, OwnerVisualizerWidget)
SLATE_ARGUMENT(TSharedPtr<FLogsListItem>, Item)
SLATE_END_ARGS()
public:
void Construct(const FArguments& InArgs, const TSharedRef<STableViewBase>& InOwnerTableView);
virtual TSharedRef<SWidget> GenerateWidgetForColumn(const FName& ColumnName) override;
void UpdateEntries();
private:
int32 GetCurrentLogEntryIndex() const;
void OnBarGraphSelectionChanged(TSharedPtr<FVisualLogEntry> Selection);
void OnBarGeometryChanged(FGeometry Geometry);
bool ShouldDrawSelection();
TArray<TSharedPtr<FVisualLogEntry> > VisibleEntries;
/** Tree item */
TSharedPtr<FLogsListItem> Item;
/** Analyzer widget that owns us */
TWeakPtr<SLogVisualizer> OwnerVisualizerWidgetPtr;
TSharedPtr<class SLogBar> LogBar;
#endif //ENABLE_VISUAL_LOG
};