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#fyi aurel.cordonnier #rb marc.audy Original CL Desc ----------------------------------------------------------------- [Backout] - CL20972352 #fyi lina.lam Original CL Desc ----------------------------------------------------------------- Added a new function FocusOutputLog that determines whether to open an output log tab or output log drawer. Fixed focus issue that made drawers close immediately when focus change is window activated. #jira UE-130893 - Selecting "Show Output Log" in packaging toasts opens a standalone Output Log instead of the Output Log drawer on the Status Bar #preflight 62c5e139b47aed4cf11621fc #rb editor-ux [CL 21041671 by lina lam in ue5-main branch]
102 lines
3.6 KiB
C++
102 lines
3.6 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 "Widgets/SWidget.h"
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#include "Modules/ModuleInterface.h"
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#include "Widgets/SWindow.h"
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class SMultiLineEditableTextBox;
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class FOutputLogHistory;
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class SOutputLog;
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class SDockTab;
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class FSpawnTabArgs;
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struct FOutputLogCreationParams;
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/** Style of the debug console */
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namespace EDebugConsoleStyle
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{
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enum Type
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{
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/** Shows the debug console input line with tab completion only */
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Compact,
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/** Shows a scrollable log window with the input line on the bottom */
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WithLog,
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};
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};
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struct FDebugConsoleDelegates
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{
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FSimpleDelegate OnFocusLost;
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FSimpleDelegate OnConsoleCommandExecuted;
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FSimpleDelegate OnCloseConsole;
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};
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class FOutputLogModule : public IModuleInterface
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{
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public:
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virtual void StartupModule();
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virtual void ShutdownModule();
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static OUTPUTLOG_API FOutputLogModule& Get();
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/** Generates a console input box widget. Remember, this widget will become invalid if the
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output log DLL is unloaded on the fly. */
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virtual TSharedRef<SWidget> MakeConsoleInputBox(TSharedPtr<SMultiLineEditableTextBox>& OutExposedEditableTextBox, const FSimpleDelegate& OnCloseConsole, const FSimpleDelegate& OnConsoleCommandExecuted) const;
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virtual TSharedRef<SWidget> MakeOutputLogDrawerWidget(const FSimpleDelegate& OnCloseConsole);
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virtual TSharedRef<SWidget> MakeOutputLogWidget(const FOutputLogCreationParams& Params);
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/** Opens a debug console in the specified window, if not already open */
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virtual void ToggleDebugConsoleForWindow(const TSharedRef<SWindow>& Window, const EDebugConsoleStyle::Type InStyle, const FDebugConsoleDelegates& DebugConsoleDelegates);
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/** Closes the debug console for the specified window */
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virtual void CloseDebugConsole();
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virtual void ClearOnPIE(const bool bIsSimulating);
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virtual void FocusOutputLogConsoleBox(const TSharedRef<SWidget> OutputLogToFocus);
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virtual const TSharedPtr<SWidget> GetOutputLog() const;
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/** Opens and focuses on the Output Log Drawer if the status bar exists, otherwise opens and focuses on the Output Log Tab. */
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void OUTPUTLOG_API FocusOutputLog();
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const TSharedPtr<SDockTab> GetOutputLogTab() const { return OutputLogTab.Pin(); }
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/** Change the output log's filter. If CategoriesToShow is empty, all categories will be shown. */
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void OUTPUTLOG_API UpdateOutputLogFilter(const TArray<FName>& CategoriesToShow, TOptional<bool> bShowErrors = TOptional<bool>(), TOptional<bool> bShowWarnings = TOptional<bool>(), TOptional<bool> bShowLogs = TOptional<bool>());
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/** Opens the output log tab, or brings it to front if it's already open */
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void OUTPUTLOG_API OpenOutputLog() const;
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/** Returns the value of bCycleToOutputLogDrawer from the module OutputLogSettings. This function helps StatusBar to access properties in OutputLogSetting
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through OutputLogModule to avoid dependencies. */
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virtual bool ShouldCycleToOutputLogDrawer() const;
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private:
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TSharedRef<SDockTab> SpawnOutputLogTab(const FSpawnTabArgs& Args);
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TSharedRef<SDockTab> SpawnDeviceOutputLogTab(const FSpawnTabArgs& Args);
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private:
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/** Our global output log app spawner */
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TSharedPtr<FOutputLogHistory> OutputLogHistory;
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/** Our global active output log that belongs to a tab */
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TWeakPtr<SOutputLog> OutputLog;
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/** Global tab that the output log resides in */
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TWeakPtr<SDockTab> OutputLogTab;
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/** The output log that lives in a status bar drawer */
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TWeakPtr<SOutputLog> OutputLogDrawer;
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/** Weak pointer to a debug console that's currently open, if any */
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TWeakPtr<SWidget> DebugConsole;
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/** Weak pointer to the widget to focus once they console window closes */
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TWeakPtr<SWidget> PreviousKeyboardFocusedWidget;
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};
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