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54 lines
1.2 KiB
C++
54 lines
1.2 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "VisualLog.h"
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/** Actual implementation of LogVisualizer, private inside module */
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class FLogVisualizer : public ILogVisualizer
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{
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public:
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virtual void SummonUI(UWorld* InWorld) OVERRIDE;
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virtual void CloseUI(UWorld* InWorld) OVERRIDE;
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virtual bool IsRecording();
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// End ILogVisualizer interface
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/** Change the current recording state */
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void SetIsRecording(bool bNewRecording);
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FLogVisualizer()
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{
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}
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virtual ~FLogVisualizer()
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{
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CleanUp();
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}
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DECLARE_EVENT( FLogVisualizer, FVisLogsChangedEvent );
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FVisLogsChangedEvent& OnLogAdded() { return LogAddedEvent; }
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void CleanUp();
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void PullDataFromVisualLog(FVisualLog* VisualLog);
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int32 GetLogIndexForActor(const class AActor* Actor);
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void AddLoadedLog(TSharedPtr<FActorsVisLog> Log);
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UWorld* GetWorld() { return World.Get(); }
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protected:
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void OnNewLog(const class AActor* Actor, TSharedPtr<FActorsVisLog> Log);
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public:
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/** All hosted logs */
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TArray<TSharedPtr<FActorsVisLog> > Logs;
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private:
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/** Event called when a new log is created */
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FVisLogsChangedEvent LogAddedEvent;
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TWeakObjectPtr<UWorld> World;
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TWeakPtr<SWindow> LogWindow;
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}; |