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102 lines
2.6 KiB
C++
102 lines
2.6 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#if !defined(Q_MOC_RUN)
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#include <AzCore/std/smart_ptr/unique_ptr.h>
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#include <AzToolsFramework/UI/Logging/LogPanel_Panel.h>
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#include <AzToolsFramework/UI/Logging/LogControl.h>
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#include <AzToolsFramework/UI/UICore/TargetSelectorButton.hxx>
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#include <AzQtComponents/Components/StyledDockWidget.h>
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#include <Debugger/Bus.h>
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#include <ScriptCanvas/Core/NodeBus.h>
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#include <ScriptCanvas/Bus/GraphBus.h>
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#endif
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namespace AzQtComponents
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{
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class TabWidget;
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}
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namespace Ui
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{
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class LogPanel;
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}
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namespace ScriptCanvasEditor
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{
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namespace Widget
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{
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class LogPanel
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: public AzToolsFramework::LogPanel::BaseLogPanel
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, ScriptCanvasEditor::GeneralGraphEventBus::Handler
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{
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Q_OBJECT
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public:
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LogPanel(QWidget* parent = nullptr);
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~LogPanel() override;
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protected:
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void OnBuildGameEntity(const AZStd::string&, const AZ::EntityId& editGraphId, const ScriptCanvas::ScriptCanvasId& scriptCanvasId) override;
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QWidget* CreateTab(const AzToolsFramework::LogPanel::TabSettings& settings) override;
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ScriptCanvas::ScriptCanvasId m_scriptCanvasId;
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AzQtComponents::TabWidget* pTabWidget;
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};
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class LogPanelWidget
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: public AzQtComponents::StyledDockWidget
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{
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Q_OBJECT
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public:
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LogPanelWidget(QWidget* parent = nullptr);
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AZStd::unique_ptr<Ui::LogPanel> ui;
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};
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class LogTab
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: public AzToolsFramework::LogPanel::BaseLogView
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, ScriptCanvas::LogNotificationBus::Handler
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{
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Q_OBJECT;
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public:
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AZ_CLASS_ALLOCATOR(LogTab, AZ::SystemAllocator, 0);
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LogTab(QWidget* pParent, const ScriptCanvas::ScriptCanvasId& scriptCanvasId, const AzToolsFramework::LogPanel::TabSettings& in_settings);
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~LogTab() override;
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void LogMessage(const AZStd::string& message) override;
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private:
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AZStd::queue<AzToolsFramework::Logging::LogLine> m_bufferedLines;
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AZStd::atomic_bool m_alreadyQueuedDrainMessage; // we also only drain the queue at the end so that we do bulk inserts instead of one at a time.
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void CommitAddedLines();
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bool m_alreadyQueuedCommit = false;
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private Q_SLOTS:
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void DrainMessages();
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virtual void Clear();
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};
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}
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}
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