Move 'break to debugger' into editor preferences
This commit is contained in:
1
Source/Integration/LuprexEditorSettings.cpp
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1
Source/Integration/LuprexEditorSettings.cpp
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@@ -0,0 +1 @@
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#include "LuprexEditorSettings.h"
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@@ -3,7 +3,8 @@
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#include "CoreMinimal.h"
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#include "Engine/DataAsset.h"
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#include "Engine/DeveloperSettings.h"
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#include "ProjectSettings.generated.h"
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#include "BreakToDebugger.h"
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#include "LuprexEditorSettings.generated.h"
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UCLASS(BlueprintType)
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class INTEGRATION_API UlxServerSelection : public UPrimaryDataAsset
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@@ -18,17 +19,25 @@ public:
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FString Host;
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};
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UCLASS(Config=EditorPerProjectUserSettings, DefaultConfig, meta=(DisplayName="Server Settings"))
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class INTEGRATION_API UlxProjectSettings : public UDeveloperSettings
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UCLASS(Config=EditorPerProjectUserSettings, DefaultConfig, meta=(DisplayName="Luprex Editor Settings"))
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class INTEGRATION_API UlxEditorSettings : public UDeveloperSettings
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{
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GENERATED_BODY()
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public:
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virtual FName GetContainerName() const override { return TEXT("Editor"); }
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virtual FName GetCategoryName() const override { return TEXT("Luprex"); }
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virtual FName GetSectionName() const override { return TEXT("Server"); }
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virtual FName GetSectionName() const override { return TEXT("Settings"); }
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// The server to connect to. You can add an option to the list by creating
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// a new data asset of type 'lx Server Selection'.
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UPROPERTY(Config, EditAnywhere, BlueprintReadOnly, Category="Server",
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meta=(AllowedClasses="/Script/Integration.lxServerSelection"))
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TSoftObjectPtr<UlxServerSelection> ActiveServer;
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// If blueprint execution generates a log message of at least the following
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// severity, the blueprint debugger will automatically pause with a breakpoint.
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UPROPERTY(Config, EditAnywhere, Category="Debugging Tools")
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ElxBreakToDebuggerThreshold BreakToDebuggerLogVerbosity;
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};
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@@ -12,7 +12,7 @@
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#include "Blueprint/WidgetBlueprintLibrary.h"
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#include "Kismet/GameplayStatics.h"
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#include "Engine/GameInstance.h"
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#include "ProjectSettings.h"
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#include "LuprexEditorSettings.h"
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#include "Common.h"
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#include "AnimQueue.h"
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@@ -215,7 +215,7 @@ void ALuprexGameModeBase::InitializeGlobalState()
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// Possibly tell the engine to connect to a server.
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if (Playing) {
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UlxServerSelection* Server = GetDefault<UlxProjectSettings>()->ActiveServer.LoadSynchronous();
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UlxServerSelection* Server = GetDefault<UlxEditorSettings>()->ActiveServer.LoadSynchronous();
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if (Server) {
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FString Host = Server->Host.TrimStartAndEnd();
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if (!Host.IsEmpty()) {
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@@ -238,7 +238,7 @@ void ALuprexGameModeBase::InitializeGlobalState()
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// If somebody generates a log message that's severe enough, break to debugger.
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BreakToDebuggerLogVerbosityDevice.Reset(
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new FlxBreakToDebuggerOutputDevice(BreakToDebuggerLogVerbosity));
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new FlxBreakToDebuggerOutputDevice(GetDefault<UlxEditorSettings>()->BreakToDebuggerLogVerbosity));
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}
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void ALuprexGameModeBase::EndPlay(const EEndPlayReason::Type EndPlayReason)
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@@ -68,10 +68,6 @@ public:
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UFUNCTION(BlueprintCallable, Category = "Luprex|Miscellaneous", meta = (WorldContext = "WorldContextObject"))
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static void TriggerReloadSource(const UObject *WorldContextObject);
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// The sensitivity level at which a log message triggers a debugger breakpoint.
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UPROPERTY(EditAnywhere, Category="Debugging Tools")
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ElxBreakToDebuggerThreshold BreakToDebuggerLogVerbosity;
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// Luprex socket system.
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TUniquePtr<FlxSockets> Sockets;
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@@ -1 +0,0 @@
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#include "ProjectSettings.h"
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