CriWare Unreal Engine
Plug-ins for CriWare solutions.
読み取り中…
検索中…
一致する文字列を見つけられません
SAtomMonitorLogWidget.h ファイル
#include "Misc/CommandLine.h"
#include "Input/Reply.h"
#include "Styling/SlateColor.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Widgets/SCompoundWidget.h"
#include "Widgets/Input/SComboBox.h"
#include "Framework/Docking/TabManager.h"
#include "Framework/Commands/Commands.h"
#include "Atom/Profiling/AtomMonitor.h"

クラス

struct  FAtomMonitorLogLine
struct  FAtomMonitorLogTabInfo
class  FAtomMonitorLogWidgetCommands
class  SAtomMonitorLogWidget

列挙型

enum class  EAtomMonitorLogState : uint8 { Started , Stopped , InGamePreviewing }

関数

 DECLARE_DELEGATE (FOnSuspendClicked)
 DECLARE_DELEGATE_OneParam (FOnDeveloperClicked, bool) DECLARE_DELEGATE_RetVal_TwoParams(bool

変数

 FOnConsoleCommand
 FString

列挙型詳解

◆ EAtomMonitorLogState

enum class EAtomMonitorLogState : uint8
strong

Enum for specifying the suspend state of a process (typically the server)

列挙値
Started 
Stopped 
InGamePreviewing 

関数詳解

◆ DECLARE_DELEGATE()

DECLARE_DELEGATE ( FOnSuspendClicked )

Delegate for neatly passing on suspend/resume button click

◆ DECLARE_DELEGATE_OneParam()

DECLARE_DELEGATE_OneParam ( FOnDeveloperClicked ,
bool  )

Delegate for passing on 'developer' mode checkbox clicks

引数
bDeveloperModeWhether developer mode has been enabled/disabled Delegate for passing on console commands from the UI, to the unit test
CommandContextThe context (local/server/client?) for the console command
CommandThe command to be executed
戻り値
Whether or not the command was handled - determines if the UI wipes the command textbox

変数詳解

◆ FOnConsoleCommand

FOnConsoleCommand

◆ FString

FString