Files
UnrealEngineUWP/Engine/Source/Developer/OutputLog/Public/OutputLogModule.h
jason stasik 3577db85eb Allow external code to change Output Log's filter
#rb scott.nelson
#preflight 62214987aa27915dd670ade3

#ROBOMERGE-OWNER: jason.stasik
#ROBOMERGE-AUTHOR: jason.stasik
#ROBOMERGE-SOURCE: CL 19292235 via CL 19338893 via CL 19343836 via CL 19350027 via CL 19350028
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)

[CL 19351672 by jason stasik in ue5-main branch]
2022-03-11 03:54:40 -05:00

94 lines
3.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Widgets/SWidget.h"
#include "Modules/ModuleInterface.h"
#include "Widgets/SWindow.h"
class SMultiLineEditableTextBox;
class FOutputLogHistory;
class SOutputLog;
class SDockTab;
class FSpawnTabArgs;
struct FOutputLogCreationParams;
/** Style of the debug console */
namespace EDebugConsoleStyle
{
enum Type
{
/** Shows the debug console input line with tab completion only */
Compact,
/** Shows a scrollable log window with the input line on the bottom */
WithLog,
};
};
struct FDebugConsoleDelegates
{
FSimpleDelegate OnFocusLost;
FSimpleDelegate OnConsoleCommandExecuted;
FSimpleDelegate OnCloseConsole;
};
class FOutputLogModule : public IModuleInterface
{
public:
virtual void StartupModule();
virtual void ShutdownModule();
static OUTPUTLOG_API FOutputLogModule& Get();
/** Generates a console input box widget. Remember, this widget will become invalid if the
output log DLL is unloaded on the fly. */
virtual TSharedRef<SWidget> MakeConsoleInputBox(TSharedPtr<SMultiLineEditableTextBox>& OutExposedEditableTextBox, const FSimpleDelegate& OnCloseConsole, const FSimpleDelegate& OnConsoleCommandExecuted) const;
virtual TSharedRef<SWidget> MakeOutputLogDrawerWidget(const FSimpleDelegate& OnCloseConsole);
virtual TSharedRef<SWidget> MakeOutputLogWidget(const FOutputLogCreationParams& Params);
/** Opens a debug console in the specified window, if not already open */
virtual void ToggleDebugConsoleForWindow(const TSharedRef<SWindow>& Window, const EDebugConsoleStyle::Type InStyle, const FDebugConsoleDelegates& DebugConsoleDelegates);
/** Closes the debug console for the specified window */
virtual void CloseDebugConsole();
virtual void ClearOnPIE(const bool bIsSimulating);
virtual void FocusOutputLogConsoleBox(const TSharedRef<SWidget> OutputLogToFocus);
virtual const TSharedPtr<SWidget> GetOutputLog() const;
const TSharedPtr<SDockTab> GetOutputLogTab() const { return OutputLogTab.Pin(); }
/** Change the output log's filter. If CategoriesToShow is empty, all categories will be shown. */
void OUTPUTLOG_API UpdateOutputLogFilter(const TArray<FName>& CategoriesToShow, TOptional<bool> bShowErrors = TOptional<bool>(), TOptional<bool> bShowWarnings = TOptional<bool>(), TOptional<bool> bShowLogs = TOptional<bool>());
/** Opens the output log tab, or brings it to front if it's already open */
void OUTPUTLOG_API OpenOutputLog() const;
private:
TSharedRef<SDockTab> SpawnOutputLogTab(const FSpawnTabArgs& Args);
TSharedRef<SDockTab> SpawnDeviceOutputLogTab(const FSpawnTabArgs& Args);
private:
/** Our global output log app spawner */
TSharedPtr<FOutputLogHistory> OutputLogHistory;
/** Our global active output log that belongs to a tab */
TWeakPtr<SOutputLog> OutputLog;
/** Global tab that the output log resides in */
TWeakPtr<SDockTab> OutputLogTab;
/** The output log that lives in a status bar drawer */
TWeakPtr<SOutputLog> OutputLogDrawer;
/** Weak pointer to a debug console that's currently open, if any */
TWeakPtr<SWidget> DebugConsole;
/** Weak pointer to the widget to focus once they console window closes */
TWeakPtr<SWidget> PreviousKeyboardFocusedWidget;
};