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

138 lines
4.9 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Widgets/SWidget.h"
#include "Modules/ModuleInterface.h"
#include "Widgets/SWindow.h"
class SMultiLineEditableTextBox;
class FOutputLogHistory;
class SOutputLog;
class SDockTab;
class FSpawnTabArgs;
struct FOutputLogCreationParams;
struct FOutputLogFilter;
/** Style of the debug console */
namespace EDebugConsoleStyle
{
enum Type
{
/** Shows the debug console input line with tab completion only */
Compact,
/** Shows a scrollable log window with the input line on the bottom */
WithLog,
};
};
struct FDebugConsoleDelegates
{
FSimpleDelegate OnFocusLost;
FSimpleDelegate OnConsoleCommandExecuted;
FSimpleDelegate OnCloseConsole;
};
class FOutputLogModule : public IModuleInterface
{
public:
virtual void StartupModule();
virtual void ShutdownModule();
static const FName ModuleName;
static OUTPUTLOG_API FOutputLogModule& Get();
static OUTPUTLOG_API FOutputLogModule* TryGet();
/** Returns whether debug console widgets should be hidden */
virtual bool ShouldHideConsole() const;
/** Generates a console input box widget. Remember, this widget will become invalid if the
output log DLL is unloaded on the fly. */
virtual TSharedRef<SWidget> MakeConsoleInputBox(TSharedPtr<SMultiLineEditableTextBox>& OutExposedEditableTextBox, const FSimpleDelegate& OnCloseConsole, const FSimpleDelegate& OnConsoleCommandExecuted) const;
virtual TSharedRef<SWidget> MakeOutputLogDrawerWidget(const FSimpleDelegate& OnCloseConsole);
virtual TSharedRef<SWidget> MakeOutputLogWidget(const FOutputLogCreationParams& Params);
/** Opens a debug console in the specified window, if not already open */
virtual void ToggleDebugConsoleForWindow(const TSharedRef<SWindow>& Window, const EDebugConsoleStyle::Type InStyle, const FDebugConsoleDelegates& DebugConsoleDelegates);
/** Closes the debug console for the specified window */
virtual void CloseDebugConsole();
virtual void ClearOnPIE(const bool bIsSimulating);
virtual void FocusOutputLogConsoleBox(const TSharedRef<SWidget> OutputLogToFocus);
virtual const TSharedPtr<SWidget> GetOutputLog() const;
/*
* Suspend the collection of global log data that is used for constructing output log widgets. This global log will perpetually collect logging information perpetually and may exhaust memory.
*/
virtual void SuspendGlobalLog();
/*
* Resume global log collection. Note this has a memory impact as log entries are stored for the life of the running edit.
*/
virtual void ResumeGlobalLog();
/** Opens and focuses on the Output Log Drawer if the status bar exists, otherwise opens and focuses on the Output Log Tab. */
void OUTPUTLOG_API FocusOutputLog();
/** Same as FocusOutputLog(), but also scrolls the output log window to the end. */
virtual void FocusOutputLogAndScrollToEnd();
const TSharedPtr<SDockTab> GetOutputLogTab() const { return OutputLogTab.Pin(); }
struct FOutputFilterParams
{
TOptional<bool> bShowErrors;
TOptional<bool> bShowWarnings;
TOptional<bool> bShowLogs;
TOptional<TSet<ELogVerbosity::Type>> IgnoreFilterVerbosities;
};
/** Change the output log's filter. If CategoriesToShow is empty, all categories will be shown. */
void OUTPUTLOG_API UpdateOutputLogFilter(const TArray<FName>& CategoriesToShow, TOptional<bool> bShowErrors = TOptional<bool>(), TOptional<bool> bShowWarnings = TOptional<bool>(), TOptional<bool> bShowLogs = TOptional<bool>());
void OUTPUTLOG_API UpdateOutputLogFilter(const TArray<FName>& CategoriesToShow, const FOutputFilterParams& InParams);
/** Opens the output log tab, or brings it to front if it's already open */
void OUTPUTLOG_API OpenOutputLog() const;
/** Returns the value of bCycleToOutputLogDrawer from the module OutputLogSettings. This function helps StatusBar to access properties in OutputLogSetting
through OutputLogModule to avoid dependencies. */
virtual bool ShouldCycleToOutputLogDrawer() const;
TMulticastDelegate<void()> OnOutputLogDrawerCleared;
private:
TSharedRef<SDockTab> SpawnOutputLogTab(const FSpawnTabArgs& Args);
void SaveDockedTabSettings();
TSharedRef<SDockTab> SpawnDeviceOutputLogTab(const FSpawnTabArgs& Args);
private:
/** Our global output log app spawner */
TSharedPtr<FOutputLogHistory> OutputLogHistory;
/** Caches the user selected Filters as the OutputLog tab can be closed and remade multiple times */
TUniquePtr<FOutputLogFilter> OutputLogFilterCache;
/** Our global active output log that belongs to a tab */
TWeakPtr<SOutputLog> OutputLog;
/** Global tab that the output log resides in */
TWeakPtr<SDockTab> OutputLogTab;
/** The output log that lives in a status bar drawer */
TWeakPtr<SOutputLog> OutputLogDrawer;
/** Weak pointer to a debug console that's currently open, if any */
TWeakPtr<SWidget> DebugConsole;
/** Weak pointer to the widget to focus once they console window closes */
TWeakPtr<SWidget> PreviousKeyboardFocusedWidget;
};