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Much faster filters due to Async framework, it's paraller now, Optimizations to items rendered on sequencer, Optimization to graphs rendered on canvas, Changed as much as possible to event driven flot, to update data only when needed. [CL 2670708 by sebastian kowalczyk in Main branch]
29 lines
1.1 KiB
C++
29 lines
1.1 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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class SVisualLoggerStatusView : public SVisualLoggerBaseWidget
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{
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public:
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SLATE_BEGIN_ARGS(SVisualLoggerStatusView){}
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SLATE_END_ARGS();
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virtual ~SVisualLoggerStatusView();
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void Construct(const FArguments& InArgs, const TSharedRef<FUICommandList>& InCommandList);
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void ResetData();
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protected:
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void OnObjectSelectionChanged(const TArray<FName>& SelectedRows);
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void OnItemSelectionChanged(const FVisualLoggerDBRow& DBRow, int32 ItemIndex);
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void GenerateStatusData(const FVisualLogDevice::FVisualLogEntryItem&, bool bAddHeader);
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TSharedRef<ITableRow> HandleGenerateLogStatus(TSharedPtr<struct FLogStatusItem> InItem, const TSharedRef<STableViewBase>& OwnerTable);
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void OnLogStatusGetChildren(TSharedPtr<struct FLogStatusItem> InItem, TArray< TSharedPtr<FLogStatusItem> >& OutItems);
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void OnExpansionChanged(TSharedPtr<FLogStatusItem> Item, bool);
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protected:
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TArray<FString> ExpandedCategories;
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TSharedPtr< STreeView< TSharedPtr<FLogStatusItem> > > StatusItemsView;
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TArray< TSharedPtr<FLogStatusItem> > StatusItems;
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};
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