You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
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]
41 lines
1020 B
C++
41 lines
1020 B
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
|
#pragma once
|
|
|
|
struct FVisualLoggerCanvasRenderer
|
|
{
|
|
struct FGraphLineData
|
|
{
|
|
FName DataName;
|
|
FVector2D LeftExtreme, RightExtreme;
|
|
TArray<FVector2D> Samples;
|
|
};
|
|
|
|
struct FGraphData
|
|
{
|
|
FGraphData() : Min(FVector2D(FLT_MAX, FLT_MAX)), Max(FVector2D(FLT_MIN, FLT_MIN)) {}
|
|
|
|
FVector2D Min, Max;
|
|
TMap<FName, FGraphLineData> GraphLines;
|
|
};
|
|
|
|
TMap<FName, FGraphData> CollectedGraphs;
|
|
|
|
public:
|
|
FVisualLoggerCanvasRenderer();
|
|
~FVisualLoggerCanvasRenderer();
|
|
|
|
void DrawOnCanvas(class UCanvas* Canvas, class APlayerController*);
|
|
void OnItemSelectionChanged(const FVisualLoggerDBRow& ChangedRow, int32 SelectedItemIndex);
|
|
void ObjectSelectionChanged(const TArray<FName>& RowNames);
|
|
void DirtyCachedData() { bDirtyData = true; }
|
|
void ResetData();
|
|
|
|
protected:
|
|
void DrawHistogramGraphs(class UCanvas* Canvas, class APlayerController* );
|
|
|
|
private:
|
|
bool bDirtyData;
|
|
FVisualLogEntry SelectedEntry;
|
|
TMap<FString, TArray<FString> > UsedGraphCategories;
|
|
};
|