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UnrealEngine/Engine/Source/Developer/DrawPrimitiveDebugger/Public/DrawPrimitiveDebugger.h
2025-05-18 13:04:45 +08:00

78 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
// DRAW PRIMITIVE DEBUGGER
//
// This tool allows easy on screen debugging of graphics data, primarily on-screen primitives
//
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
#include "Modules/ModuleManager.h"
#define WITH_PRIMITIVE_DEBUGGER !UE_BUILD_SHIPPING && !UE_SERVER
DECLARE_LOG_CATEGORY_EXTERN(LogDrawPrimitiveDebugger, All, All);
class IDrawPrimitiveDebugger : public IModuleInterface
{
public:
/**
* Singleton-like access to this module's interface. This is just for convenience!
* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
*
* @return Returns singleton instance, loading the module on demand if needed
*/
static inline IDrawPrimitiveDebugger& Get()
{
return FModuleManager::LoadModuleChecked< IDrawPrimitiveDebugger >("DrawPrimitiveDebugger");
}
/**
* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
*
* @return True if the module is loaded and ready to use
*/
static inline bool IsAvailable()
{
return FModuleManager::Get().IsModuleLoaded("DrawPrimitiveDebugger");
}
/**
* Instructs the renderer to capture a snapshot for the debugger on the next frame.
*/
virtual void CaptureSingleFrame() = 0;
/**
* Is live data capture enabled for the debugger? This implies that the renderer will capture debug data each frame.
* @return True if live capture is enabled.
*/
virtual bool IsLiveCaptureEnabled() const = 0;
/**
* Enables capturing debug data each frame.
*/
virtual void EnableLiveCapture() = 0;
/**
* Disables capturing debug data each frame.
*/
virtual void DisableLiveCapture() = 0;
/**
* Discards the current snapshot data in memory and resets the debugger window.
*/
virtual void DiscardCaptureData() = 0;
/**
* Opens the graphics debugger window if it is available.
*/
virtual void OpenDebugWindow() = 0;
/**
* Closes the graphics debugger window if it is currently open.
*/
virtual void CloseDebugWindow() = 0;
};