Files
UnrealEngineUWP/Engine/Source/Developer/NewLogVisualizer/Public/LogVisualizerSettings.h
sebastian kowalczyk 94672f6508 Hopefully fixed non unity OSX compilation
#lockdown Zachary.EdgertonJones

[CL 2383260 by sebastian kowalczyk in Main branch]
2014-12-10 06:02:42 -05:00

54 lines
2.0 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
GameplayDebuggerSettings.h: Declares the UGameplayDebuggerSettings class.
=============================================================================*/
#pragma once
#include "LogVisualizerSettings.generated.h"
UCLASS(config = EditorUserSettings)
class NEWLOGVISUALIZER_API ULogVisualizerSettings : public UObject
{
GENERATED_UCLASS_BODY()
public:
/**Whether to show trivial logs, i.e. the ones with only one entry.*/
UPROPERTY(EditAnywhere, config, Category = "VisualLogger")
bool bIgnoreTrivialLogs;
/**Threshold for trivial Logs*/
UPROPERTY(EditAnywhere, config, Category = "VisualLogger", meta = (EditCondition = "bIgnoreTrivialLogs", ClampMin = "0", ClampMax = "10", UIMin = "0", UIMax = "10"))
int32 TrivialLogsThreshold;
/**Whether to show the recent data or not.*/
UPROPERTY(EditAnywhere, config, Category = "VisualLogger")
bool bStickToRecentData;
/**Whether to show histogram labels inside graph or outside.*/
UPROPERTY(EditAnywhere, config, Category = "VisualLogger")
bool bShowHistogramLabelsOutside;
/** Camera distance used to setup location during reaction on log item double click */
UPROPERTY(EditAnywhere, config, Category = "VisualLogger", meta = (ClampMin = "10", ClampMax = "1000", UIMin = "10", UIMax = "1000"))
float DefaultCameraDistance;
DECLARE_EVENT_OneParam(ULogVisualizerSettings, FSettingChangedEvent, FName /*PropertyName*/);
FSettingChangedEvent& OnSettingChanged() { return SettingChangedEvent; }
/**Whether to search/filter categories or to get text vlogs into account too */
UPROPERTY(EditAnywhere, config, Category = "VisualLogger")
bool bSearchInsideLogs;
// UObject overrides
#if WITH_EDITOR
virtual void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
#endif
private:
// Holds an event delegate that is executed when a setting has changed.
FSettingChangedEvent SettingChangedEvent;
};