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#rb thomas.sarkanen #preflight 627be6e9a85e625d6f6da85a #ROBOMERGE-OWNER: keith.yerex #ROBOMERGE-AUTHOR: keith.yerex #ROBOMERGE-SOURCE: CL 20151054 via CL 20152640 via CL 20153506 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690) [CL 20157277 by keith yerex in ue5-main branch]
87 lines
2.4 KiB
C++
87 lines
2.4 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 "IRewindDebugger.generated.h"
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// IRewindDebugger
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//
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// Public interface to rewind debugger
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namespace TraceServices
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{
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class IAnalysisSession;
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}
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struct FDebugObjectInfo
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{
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FDebugObjectInfo(uint64 Id, const FString& Name): ObjectId(Id), ObjectName(Name), bExpanded(true)
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{
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}
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uint64 ObjectId;
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FString ObjectName;
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bool bExpanded;
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TArray<TSharedPtr<FDebugObjectInfo>> Children;
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};
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UCLASS()
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class REWINDDEBUGGERINTERFACE_API UComponentContextMenuContext : public UObject
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{
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GENERATED_BODY()
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public:
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TSharedPtr<FDebugObjectInfo> SelectedObject;
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TArray<FName> TypeHierarchy;
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};
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class REWINDDEBUGGERINTERFACE_API IRewindDebugger
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{
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public:
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IRewindDebugger();
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virtual ~IRewindDebugger();
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// get the time the debugger is scrubbed to, in seconds since the capture started (or the recording duration while the game is running)
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virtual double CurrentTraceTime() const = 0;
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// current visible range in trace/profiler units (same units as CurrentTraceTime)
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virtual const TRange<double>& GetCurrentTraceRange() const = 0;
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// current visible range in Rewind Debugger recording time units
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virtual const TRange<double>& GetCurrentViewRange() const = 0;
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// get the current analysis session
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virtual const TraceServices::IAnalysisSession* GetAnalysisSession() const = 0;
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// get insights id for the selected target actor
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virtual uint64 GetTargetActorId() const = 0;
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// get a list of all components of the selected target actor (with the actor as the first element in the list)
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virtual TArray<TSharedPtr<FDebugObjectInfo>>& GetDebugComponents() = 0;
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// returns the currently selected debug component
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virtual TSharedPtr<FDebugObjectInfo> GetSelectedComponent() const = 0;
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// get posiotion of the selected target actor (returns true if position is valid)
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virtual bool GetTargetActorPosition(FVector& OutPosition) const = 0;
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// get the world that the debugger is replaying in
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virtual UWorld* GetWorldToVisualize() const = 0;
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// returns true if recording is active
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virtual bool IsRecording() const = 0;
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// returns true if PIE is running and not paused
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virtual bool IsPIESimulating() const = 0;
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// returns the length of the current recording
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virtual double GetRecordingDuration() const = 0;
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// get the current IRewindDebugger instance
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static IRewindDebugger* Instance();
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protected:
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static IRewindDebugger* InternalInstance;
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};
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