Files
UnrealEngineUWP/Engine/Source/Developer/OutputLog/Public/OutputLogCreationParams.h
zach brockway 1a72acf10d Output Log: Refactor Settings dropdown menu to use UToolMenu to enable customization.
#jira UE-200067
#rb Dominik.Peacock, jason.walter

[CL 30674888 by zach brockway in ue5-main branch]
2024-01-17 18:48:52 -05:00

43 lines
1.3 KiB
C

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
enum class EOutputLogSettingsMenuFlags
{
None = 0x00,
/** The clear on Pie button should not be created */
SkipClearOnPie = 0x01,
/** The Enable world wrapping button should not be created */
SkipEnableWordWrapping = 0x02,
/** Skip the button that opens the source folder of the output log module */
SkipOpenSourceButton = 0x04,
/** Skip the button which opens the log in a text editor */
SkipOpenInExternalEditorButton = 0x08
};
ENUM_CLASS_FLAGS(EOutputLogSettingsMenuFlags)
DECLARE_DELEGATE_RetVal_OneParam(bool, FAllowLogCategoryCallback, const FName);
using FDefaultCategorySelectionMap = TMap<FName, bool>;
struct FOutputLogCreationParams
{
/** Whether to create the button for docking the log */
bool bCreateDockInLayoutButton = false;
/** Determines what entries the Settings drop-down will ignore */
EOutputLogSettingsMenuFlags SettingsMenuCreationFlags = EOutputLogSettingsMenuFlags::None;
/** Called when building the initial set of selected log categories */
FAllowLogCategoryCallback AllowAsInitialLogCategory;
/** Maps each log category to whether it should be selected or deselected by default. The caller is responsible to enter valid category names. */
FDefaultCategorySelectionMap DefaultCategorySelection;
FSimpleDelegate OnCloseConsole;
};