Files
UnrealEngineUWP/Engine/Source/Editor/RewindDebuggerInterface/Public/IRewindDebugger.h
keith yerex 9958ba49b6 add world filter to rewind debugger
#rb samuele.rigamonti
#jira UE-221830

[CL 36759718 by keith yerex in 5.5 branch]
2024-10-01 19:51:10 -04:00

115 lines
3.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "TraceServices/Model/Frames.h"
#include "IRewindDebugger.generated.h"
// IRewindDebugger
//
// Public interface to rewind debugger
REWINDDEBUGGERINTERFACE_API DECLARE_LOG_CATEGORY_EXTERN(LogRewindDebugger, Log, All);
namespace TraceServices
{
class IAnalysisSession;
}
struct FDebugObjectInfo
{
FDebugObjectInfo(uint64 Id, const FString& Name): ObjectId(Id), ObjectName(Name), bExpanded(true)
{
}
uint64 ObjectId;
FString ObjectName;
bool bExpanded;
TArray<TSharedPtr<FDebugObjectInfo>> Children;
};
namespace RewindDebugger
{
class FRewindDebuggerTrack;
class FPropertiesTrack;
}
UCLASS()
class REWINDDEBUGGERINTERFACE_API UComponentContextMenuContext : public UObject
{
GENERATED_BODY()
public:
TSharedPtr<FDebugObjectInfo> SelectedObject;
TArray<FName> TypeHierarchy;
TSharedPtr<RewindDebugger::FRewindDebuggerTrack> SelectedTrack;
};
class SPropertiesDebugViewBase;
class REWINDDEBUGGERINTERFACE_API IRewindDebugger
{
public:
IRewindDebugger();
virtual ~IRewindDebugger();
// get the time the debugger is scrubbed to, in seconds since the capture started (or the recording duration while the game is running)
virtual double CurrentTraceTime() const = 0;
// get the time the debugger is scrubbed to, in seconds since the recording started
virtual double GetScrubTime() const = 0;
// current visible range in trace/profiler units (same units as CurrentTraceTime)
virtual const TRange<double>& GetCurrentTraceRange() const = 0;
// current visible range in Rewind Debugger recording time units
virtual const TRange<double>& GetCurrentViewRange() const = 0;
// get the current analysis session
virtual const TraceServices::IAnalysisSession* GetAnalysisSession() const = 0;
// get insights id for the selected target actor
virtual uint64 GetTargetActorId() const = 0;
// get a list of all components of the selected target actor (with the actor as the first element in the list)
virtual TArray<TSharedPtr<FDebugObjectInfo>>& GetDebugComponents() = 0;
// returns the currently selected debug component
virtual TSharedPtr<FDebugObjectInfo> GetSelectedComponent() const = 0;
// returns the currently selected track
virtual TSharedPtr<RewindDebugger::FRewindDebuggerTrack> GetSelectedTrack() const = 0;
// get posiotion of the selected target actor (returns true if position is valid)
virtual bool GetTargetActorPosition(FVector& OutPosition) const = 0;
// get the world that the debugger is replaying in
virtual UWorld* GetWorldToVisualize() const = 0;
// returns true if recording is active
virtual bool IsRecording() const = 0;
// returns true if we have loaded a trace file from disk
virtual bool IsTraceFileLoaded() const = 0;
// returns true if PIE is running and not paused
virtual bool IsPIESimulating() const = 0;
// returns the length of the current recording
virtual double GetRecordingDuration() const = 0;
// opens the Rewind Debugger details panel tab
virtual void OpenDetailsPanel() = 0;
virtual const struct FObjectInfo* FindOwningActorInfo(const class IGameplayProvider* GameplayProvider, uint64 ObjectId) const = 0;
virtual bool ShouldDisplayWorld(uint64 WorldId) = 0;
// get the current IRewindDebugger instance
static IRewindDebugger* Instance();
protected:
static IRewindDebugger* InternalInstance;
};