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- Moved the code originally in a Editor/ folder into its own GameplayDebuggerEditor module and added it so it get dynamically loaded in the editor - Added some delegates so GameplayDebugger code can communicate to GameplayDebuggerEditor without referencing it. As only GameplayDebuggerEditor should reference GameplayDebugger, not the opposite. #preflight https://horde.devtools.epicgames.com/job/637808462a05dabce95c5b9e [REVIEW] https://p4-swarm.epicgames.net/reviews/23207203 [FYI] guillaume.morreel, andrew.ladenberger [CL 23258875 by guillaume guay in ue5-main branch]
38 lines
868 B
C++
38 lines
868 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameplayDebuggerExtension.h"
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class FGameplayDebuggerExtension_HUD : public FGameplayDebuggerExtension
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{
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public:
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FGameplayDebuggerExtension_HUD();
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virtual void OnActivated() override;
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virtual void OnDeactivated() override;
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virtual FString GetDescription() const override;
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static TSharedRef<FGameplayDebuggerExtension> MakeInstance();
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protected:
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void ToggleGameHUD();
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void ToggleDebugMessages();
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void SetGameHUDEnabled(bool bEnable);
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void SetDebugMessagesEnabled(bool bEnable);
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uint32 bWantsHUDEnabled : 1;
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uint32 bIsGameHUDEnabled : 1;
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uint32 bAreDebugMessagesEnabled : 1;
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uint32 bPrevDebugMessagesEnabled : 1;
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mutable uint32 bIsCachedDescriptionValid : 1;
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int32 HudBindingIdx;
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int32 MessagesBindingIdx;
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mutable FString CachedDescription;
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};
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