Files
UnrealEngineUWP/Engine/Source/Developer/LogVisualizer/Private/VisualLoggerCanvasRenderer.h
sebastian kowalczyk 28876f4f94 Different optimizations to drawing histogram data from Visual Logger.
[CL 2558715 by sebastian kowalczyk in Main branch]
2015-05-20 10:04:17 -04:00

27 lines
796 B
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
struct FVisualLoggerCanvasRenderer
{
public:
FVisualLoggerCanvasRenderer() : bDirtyData(true)
{}
void DrawOnCanvas(class UCanvas* Canvas, class APlayerController*);
void OnItemSelectionChanged(const struct FVisualLogEntry& EntryItem);
void ObjectSelectionChanged(TSharedPtr<class STimeline> TimeLine);
void DirtyCachedData() { bDirtyData = true; }
protected:
void DrawHistogramGraphs(class UCanvas* Canvas, class APlayerController* );
private:
bool bDirtyData;
FVisualLogEntry SelectedEntry;
TMap<FString, TArray<FString> > UsedGraphCategories;
TWeakPtr<class STimeline> CurrentTimeLine;
TArray<FVisualLogDataBlock> CachedDataBlocks;
TArray<TArray<FVisualLogHistogramSample> > CachedHistogramSamples;
};