Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/Editor/GameplayDebuggerEdMode.h
Robert Manuszewski 2752c82adc Merging //UE4/Dev-Main @ 4664414 to Dev-Core (//UE4/Dev-Core)
#rb none

[CL 4675693 by Robert Manuszewski in Dev-Core branch]
2019-01-02 00:55:51 -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