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FeedbackContextAnsi.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
5#include "CoreTypes.h"
6#include "Containers/StringConv.h"
7#include "Containers/UnrealString.h"
8#include "CoreGlobals.h"
9#include "Misc/App.h"
10#include "Misc/OutputDeviceConsole.h"
11#include "Misc/OutputDeviceHelper.h"
12#include "Misc/OutputDeviceRedirector.h"
13#include "Misc/FeedbackContext.h"
14
16{
17public:
20
21 static void LocalPrint(const TCHAR* Str);
22
23 void Serialize(const TCHAR* V, ELogVerbosity::Type Verbosity, const FName& Category) override;
24 void Serialize(const TCHAR* V, ELogVerbosity::Type Verbosity, const FName& Category, double Time) override;
25 void SerializeRecord(const UE::FLogRecord& Record) override;
26
27 bool YesNof(const FText& Question) override;
28
29 FContextSupplier* GetContext() const override { return Context; }
30 void SetContext(FContextSupplier* InContext) override { Context = InContext; }
31
32private:
33 bool IsUsingLocalPrint() const;
34};
bool YesNof(const FText &Question) override
void Serialize(const TCHAR *V, ELogVerbosity::Type Verbosity, const FName &Category, double Time) override
void SetContext(FContextSupplier *InContext) override
void Serialize(const TCHAR *V, ELogVerbosity::Type Verbosity, const FName &Category) override
static void LocalPrint(const TCHAR *Str)
FContextSupplier * Context
bool IsUsingLocalPrint() const
FContextSupplier * GetContext() const override
void SerializeRecord(const UE::FLogRecord &Record) override
Definition Text.h:357
Definition Vector.h:40