Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/Editor/GameplayDebuggerEdMode.h
ben marsh 2b46ba7b94 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 4662404 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4662413 by ben marsh in Dev-Networking branch]
2018-12-14 13:44:01 -05:00

40 lines
1.2 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#if WITH_EDITOR
#include "InputCoreTypes.h"
#include "EditorModes.h"
#include "EdMode.h"
#include "EditorViewportClient.h"
class FGameplayDebuggerEdMode : public FEdMode
{
public:
FGameplayDebuggerEdMode() : FocusedViewport(nullptr) {}
// FEdMode interface
virtual bool UsesToolkits() const override { return true; }
virtual void Enter() override;
virtual void Exit() override;
virtual bool ReceivedFocus(FEditorViewportClient* ViewportClient, FViewport* Viewport) override;
virtual bool LostFocus(FEditorViewportClient* ViewportClient, FViewport* Viewport) override;
virtual bool InputKey(FEditorViewportClient* InViewportClient, FViewport* InViewport, FKey InKey, EInputEvent InEvent) override;
virtual void Tick(FEditorViewportClient* ViewportClient, float DeltaTime);
// End of FEdMode interface
static void SafeCloseMode();
static const FName EM_GameplayDebugger;
private:
FEditorViewportClient* FocusedViewport;
bool bPrevGAreScreenMessagesEnabled;
void EnableViewportClientFlags(FEditorViewportClient* ViewportClient, bool bEnable);
};
#endif // WITH_EDITOR