Start the process of standardizing the formatting of documentation inside our header files.

This commit is contained in:
2026-02-14 02:14:19 -05:00
parent dd159b064d
commit d046ef8161
11 changed files with 567 additions and 399 deletions

View File

@@ -1,25 +1,16 @@
//////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
//
// ConsoleOutput
// ConsoleOutput.h
//
// This class can optionally be used by the GameMode
// blueprint to help implement the console window. There is
// no requirement that the blueprint use this class, it can
// implement the console window any way it wants, this is
// just here in case it is desired.
// Optional helper for the console window. The
// GameMode blueprint can use this class to store
// console text as one big string with newlines.
//
// This class stores the text that's in the unreal console.
// It stores it as one great big string, which contains
// newlines to denote line breaks.
// A dirty bit is set whenever text is appended,
// so the blueprint only needs to update the widget
// when the text has actually changed.
//
// This class also contains a 'dirty' bit. Each time
// somebody appends a line of text to the console, the dirty
// bit is automatically set. The bit can be checked using
// 'IsDirty' and cleared using 'ClearDirty'. This makes it
// so that you don't have to update the unreal widget unless
// the text has actually changed.
//
//////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////
#pragma once
@@ -27,6 +18,11 @@
#include "ConsoleOutput.generated.h"
////////////////////////////////////////////////////////////
//
// UlxConsoleOutput
//
////////////////////////////////////////////////////////////
UCLASS(BlueprintType)
class UlxConsoleOutput : public UObject
@@ -38,36 +34,46 @@ private:
bool Dirty;
private:
// Truncate the console to a reasonable number of
// lines. The length is hardwired.
// Truncate the console to a reasonable number of lines.
// The length is hardwired.
//
void Truncate();
// Add a newline if there isn't one. Returns true if it changed anything.
// Add a newline if there isn't one.
//
// Returns true if it changed anything.
//
bool MaybeAppendNewline();
// Append text. Returns true if it changed anything.
// Append text.
//
// Returns true if it changed anything.
//
bool MaybeAppendText(const FString& text);
public:
// Append a line of text to the console.
// Append text to the console.
//
UFUNCTION(BlueprintCallable)
void Append(const FString& text);
// Append a line of text to the console on a line by itself.
// Append text on a line by itself.
//
UFUNCTION(BlueprintCallable)
void AppendLine(const FString& text);
// Get the console text as a string.
//
UFUNCTION(BlueprintCallable)
const FString& Get() const { return Content; }
// Return if the dirty flag is set.
//
UFUNCTION(BlueprintCallable)
bool IsDirty() const { return Dirty; }
// Clear the dirty flag.
//
UFUNCTION(BlueprintCallable)
void ClearDirty() { Dirty = false; }
};