Files
UnrealEngineUWP/Engine/Source/Developer/OutputLog/Private/OutputLogModule.cpp
Matt Kuhlenschmidt e49a615ad2 Fix console not appearing in immersive mode
[CL 14247339 by Matt Kuhlenschmidt in ue5-main branch]
2020-09-02 16:05:07 -04:00

235 lines
7.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "OutputLogModule.h"
#include "Features/IModularFeatures.h"
#include "Modules/ModuleManager.h"
#include "Framework/Application/SlateApplication.h"
#include "Textures/SlateIcon.h"
#include "Framework/Docking/TabManager.h"
#include "EditorStyleSet.h"
#include "SDebugConsole.h"
#include "SOutputLog.h"
#include "SDeviceOutputLog.h"
#include "Editor/WorkspaceMenuStructure/Public/WorkspaceMenuStructure.h"
#include "Editor/WorkspaceMenuStructure/Public/WorkspaceMenuStructureModule.h"
#include "Widgets/Docking/SDockTab.h"
#include "Misc/ConfigCacheIni.h"
#if WITH_EDITOR
#include "Editor.h"
#endif
IMPLEMENT_MODULE(FOutputLogModule, OutputLog);
namespace OutputLogModule
{
static const FName OutputLogTabName = FName(TEXT("OutputLog"));
static const FName DeviceOutputLogTabName = FName(TEXT("DeviceOutputLog"));
}
/** This class is to capture all log output even if the log window is closed */
class FOutputLogHistory : public FOutputDevice
{
public:
FOutputLogHistory()
{
GLog->AddOutputDevice(this);
GLog->SerializeBacklog(this);
}
~FOutputLogHistory()
{
// At shutdown, GLog may already be null
if (GLog != NULL)
{
GLog->RemoveOutputDevice(this);
}
}
/** Gets all captured messages */
const TArray< TSharedPtr<FOutputLogMessage> >& GetMessages() const
{
return Messages;
}
protected:
virtual void Serialize(const TCHAR* V, ELogVerbosity::Type Verbosity, const class FName& Category) override
{
// Capture all incoming messages and store them in history
SOutputLog::CreateLogMessages(V, Verbosity, Category, Messages);
}
private:
/** All log messsges since this module has been started */
TArray< TSharedPtr<FOutputLogMessage> > Messages;
};
/** Our global output log app spawner */
static TSharedPtr<FOutputLogHistory> OutputLogHistory;
/** Our global active output log */
static TWeakPtr<SOutputLog> OutputLog;
TSharedRef<SDockTab> SpawnOutputLog(const FSpawnTabArgs& Args)
{
return SNew(SDockTab)
.Icon(FEditorStyle::GetBrush("Log.TabIcon"))
.TabRole(ETabRole::NomadTab)
.Label(NSLOCTEXT("OutputLog", "TabTitle", "Output Log"))
[
SAssignNew(OutputLog, SOutputLog).Messages(OutputLogHistory->GetMessages())
];
}
TSharedRef<SDockTab> SpawnDeviceOutputLog(const FSpawnTabArgs& Args)
{
return SNew(SDockTab)
.Icon(FEditorStyle::GetBrush("Log.TabIcon"))
.TabRole(ETabRole::NomadTab)
.Label(NSLOCTEXT("OutputLog", "DeviceTabTitle", "Device Output Log"))
[
SNew(SDeviceOutputLog)
];
}
void FOutputLogModule::StartupModule()
{
FGlobalTabmanager::Get()->RegisterNomadTabSpawner(OutputLogModule::OutputLogTabName, FOnSpawnTab::CreateStatic(&SpawnOutputLog))
.SetDisplayName(NSLOCTEXT("UnrealEditor", "OutputLogTab", "Output Log"))
.SetTooltipText(NSLOCTEXT("UnrealEditor", "OutputLogTooltipText", "Open the Output Log tab."))
.SetGroup(WorkspaceMenu::GetMenuStructure().GetDeveloperToolsLogCategory())
.SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "Log.TabIcon"));
FGlobalTabmanager::Get()->RegisterNomadTabSpawner(OutputLogModule::DeviceOutputLogTabName, FOnSpawnTab::CreateStatic(&SpawnDeviceOutputLog))
.SetDisplayName(NSLOCTEXT("UnrealEditor", "DeviceOutputLogTab", "Device Output Log"))
.SetTooltipText(NSLOCTEXT("UnrealEditor", "DeviceOutputLogTooltipText", "Open the Device Output Log tab."))
.SetGroup(WorkspaceMenu::GetMenuStructure().GetDeveloperToolsLogCategory())
.SetIcon(FSlateIcon(FEditorStyle::GetStyleSetName(), "Log.TabIcon"));
#if WITH_EDITOR
FEditorDelegates::BeginPIE.AddRaw(this, &FOutputLogModule::ClearOnPIE);
#endif
OutputLogHistory = MakeShareable(new FOutputLogHistory);
}
void FOutputLogModule::ShutdownModule()
{
if (FSlateApplication::IsInitialized())
{
FGlobalTabmanager::Get()->UnregisterNomadTabSpawner(OutputLogModule::OutputLogTabName);
FGlobalTabmanager::Get()->UnregisterNomadTabSpawner(OutputLogModule::DeviceOutputLogTabName);
}
#if WITH_EDITOR
FEditorDelegates::BeginPIE.RemoveAll(this);
#endif
OutputLogHistory.Reset();
}
TSharedRef< SWidget > FOutputLogModule::MakeConsoleInputBox(TSharedPtr<SMultiLineEditableTextBox>& OutExposedEditableTextBox, const FSimpleDelegate& OnCloseConsole) const
{
TSharedRef< SConsoleInputBox > NewConsoleInputBox =
SNew(SConsoleInputBox)
.OnCloseConsole(OnCloseConsole);
OutExposedEditableTextBox = NewConsoleInputBox->GetEditableTextBox();
return NewConsoleInputBox;
}
void FOutputLogModule::ToggleDebugConsoleForWindow(const TSharedRef<SWindow>& Window, const EDebugConsoleStyle::Type InStyle, const FDebugConsoleDelegates& DebugConsoleDelegates)
{
bool bShouldOpen = true;
// Close an existing console box, if there is one
TSharedPtr< SWidget > PinnedDebugConsole(DebugConsole.Pin());
if (PinnedDebugConsole.IsValid())
{
// If the console is already open close it unless it is in a different window. In that case reopen it on that window
bShouldOpen = false;
TSharedPtr< SWindow > WindowForExistingConsole = FSlateApplication::Get().FindWidgetWindow(PinnedDebugConsole.ToSharedRef());
if (WindowForExistingConsole.IsValid())
{
if (PreviousKeyboardFocusedWidget.IsValid())
{
FSlateApplication::Get().SetKeyboardFocus(PreviousKeyboardFocusedWidget.Pin());
PreviousKeyboardFocusedWidget.Reset();
}
WindowForExistingConsole->RemoveOverlaySlot(PinnedDebugConsole.ToSharedRef());
DebugConsole.Reset();
}
if (WindowForExistingConsole != Window)
{
// Console is being opened on another window
bShouldOpen = true;
}
}
TSharedPtr<SDockTab> ActiveTab = FGlobalTabmanager::Get()->GetActiveTab();
if (ActiveTab.IsValid() && ActiveTab->GetLayoutIdentifier() == FTabId(OutputLogModule::OutputLogTabName))
{
FGlobalTabmanager::Get()->DrawAttention(ActiveTab.ToSharedRef());
bShouldOpen = false;
}
if (bShouldOpen)
{
const EDebugConsoleStyle::Type DebugConsoleStyle = InStyle;
TSharedRef< SDebugConsole > DebugConsoleRef = SNew(SDebugConsole, DebugConsoleStyle, this, &DebugConsoleDelegates);
DebugConsole = DebugConsoleRef;
const int32 MaximumZOrder = MAX_int32;
Window->AddOverlaySlot(MaximumZOrder)
.VAlign(VAlign_Bottom)
.HAlign(HAlign_Center)
.Padding(10.0f)
[
DebugConsoleRef
];
PreviousKeyboardFocusedWidget = FSlateApplication::Get().GetKeyboardFocusedWidget();
// Force keyboard focus
DebugConsoleRef->SetFocusToEditableText();
}
}
void FOutputLogModule::CloseDebugConsole()
{
TSharedPtr< SWidget > PinnedDebugConsole(DebugConsole.Pin());
if (PinnedDebugConsole.IsValid())
{
TSharedPtr< SWindow > WindowForExistingConsole = FSlateApplication::Get().FindWidgetWindow(PinnedDebugConsole.ToSharedRef());
if (WindowForExistingConsole.IsValid())
{
WindowForExistingConsole->RemoveOverlaySlot(PinnedDebugConsole.ToSharedRef());
DebugConsole.Reset();
}
}
}
void FOutputLogModule::ClearOnPIE(const bool bIsSimulating)
{
if (OutputLog.IsValid())
{
bool bClearOnPIEEnabled = false;
GConfig->GetBool(TEXT("/Script/UnrealEd.EditorPerProjectUserSettings"), TEXT("bEnableOutputLogClearOnPIE"), bClearOnPIEEnabled, GEditorPerProjectIni);
if (bClearOnPIEEnabled)
{
TSharedPtr<SOutputLog> OutputLogShared = OutputLog.Pin();
if (OutputLogShared->CanClearLog())
{
OutputLogShared->OnClearLog();
}
}
}
}