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Much faster filters due to Async framework, it's paraller now, Optimizations to items rendered on sequencer, Optimization to graphs rendered on canvas, Changed as much as possible to event driven flot, to update data only when needed. [CL 2670708 by sebastian kowalczyk in Main branch]
33 lines
1.2 KiB
C++
33 lines
1.2 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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class SVisualLoggerLogsList : public SVisualLoggerBaseWidget
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{
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public:
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SLATE_BEGIN_ARGS(SVisualLoggerLogsList){}
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SLATE_END_ARGS()
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void Construct(const FArguments& InArgs, const TSharedRef<FUICommandList>& InCommandList);
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virtual ~SVisualLoggerLogsList();
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virtual FReply OnKeyDown(const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent) override;
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void ResetData();
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void ObjectSelectionChanged(const TArray<FName>& Selection);
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void OnItemSelectionChanged(const FVisualLoggerDBRow& BDRow, int32 ItemIndex);
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void OnFiltersChanged();
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void OnFiltersSearchChanged(const FText& Filter);
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protected:
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FText GetFilterText() const;
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void RegenerateLogEntries();
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void GenerateLogs(const FVisualLogDevice::FVisualLogEntryItem& EntryItem, bool bGenerateHeader);
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void LogEntryLineSelectionChanged(TSharedPtr<FLogEntryItem> SelectedItem, ESelectInfo::Type SelectInfo);
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TSharedRef<ITableRow> LogEntryLinesGenerateRow(TSharedPtr<struct FLogEntryItem> Item, const TSharedRef<STableViewBase>& OwnerTable);
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protected:
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TSharedPtr<SListView<TSharedPtr<struct FLogEntryItem> > > LogsLinesWidget;
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TArray<TSharedPtr<struct FLogEntryItem> > CachedLogEntryLines;
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};
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