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#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]
94 lines
3.2 KiB
C++
94 lines
3.2 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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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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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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