91 lines
4.2 KiB
C++
91 lines
4.2 KiB
C++
// ©2022 Batty Bovine Productions, LLC. All Rights Reserved.
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#pragma once
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#include "BugPlacerPawn.h"
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#include "Engine/DeveloperSettingsBackedByCVars.h"
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#include "UnrealzillaGlobalSettings.generated.h"
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/**
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* Global settings for Unrealzilla classes
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*/
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UCLASS(Config=Unrealzilla, defaultconfig, meta=(DisplayName="Unrealzilla"))
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class UNREALZILLA_API UUnrealzillaGlobalSettings : public UDeveloperSettingsBackedByCVars
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{
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GENERATED_BODY()
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public:
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// The distance to send the trace out when placing bug markers in the world.
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UPROPERTY(Config, BlueprintReadOnly, EditDefaultsOnly, Category="Bug Placement", meta=(DisplayName="Precise Placement Distance"))
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float BugPlacementTraceDistance = 1500.0f;
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// The distance to hold the bug marker when using the arbitrary placement option.
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UPROPERTY(Config, BlueprintReadOnly, EditDefaultsOnly, Category="Bug Placement", meta=(DisplayName="Arbitrary Placement Distance"))
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float ArbitraryBugPlacementDistance = 250.0f;
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// The Bugzilla server where bugs will be posted.
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UPROPERTY(Config, EditDefaultsOnly, BlueprintReadOnly, Category="Reporting|Bugzilla")
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FString SubmissionServer;
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// The name of the product for which bugs will be posted.
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UPROPERTY(Config, EditDefaultsOnly, BlueprintReadOnly, Category="Reporting|Bugzilla")
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FString ProductName;
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// The API key to use when posting bugs. All bugs will be posted under the account of the owner of this API key.
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UPROPERTY(Config, EditDefaultsOnly, BlueprintReadOnly, Category="Reporting|Bugzilla", meta=(DisplayName="API Key"))
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FString APIKey;
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// The viewport depth of the bug report interface widget.
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UPROPERTY(Config, EditDefaultsOnly, BlueprintReadOnly, Category="Reporting|Bugzilla")
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int32 BugReportWidgetDepth = 0;
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// The status to use when filing a new bug. A status such as "UNCONFIRMED" is suggested.
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UPROPERTY(Config, EditDefaultsOnly, BlueprintReadOnly, Category="Reporting|Bugzilla")
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FString DefaultStatus;
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// Whether to show unresolved bugs when displaying bug report markers.
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UPROPERTY(Config, EditDefaultsOnly, BlueprintReadOnly, Category="Marking")
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bool bShowUnresolvedBugs = true;
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// Colour tint to use for unresolved bugs.
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UPROPERTY(Config, EditDefaultsOnly, BlueprintReadOnly, Category="Marking")
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FLinearColor UnresolvedTint;
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// A list of bug statuses that represent unresolved bugs in your Bugzilla install.
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// Generally this would be something like "UNCONFIRMED" and "CONFIRMED".
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UPROPERTY(Config, EditDefaultsOnly, BlueprintReadOnly, Category="Marking")
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TArray<FString> UnresolvedStatuses;
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// Whether to show in-progress bugs when displaying bug report markers.
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UPROPERTY(Config, EditDefaultsOnly, BlueprintReadOnly, Category="Marking")
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bool bShowInProgressBugs = true;
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// Colour tint to use for in-progress bugs.
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UPROPERTY(Config, EditDefaultsOnly, BlueprintReadOnly, Category="Marking")
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FLinearColor InProgressTint;
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// A list of bug statuses that represent in progress bugs in your Bugzilla install.
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// Generally this would include "IN_PROGRESS".
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UPROPERTY(Config, EditDefaultsOnly, BlueprintReadOnly, Category="Marking")
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TArray<FString> InProgressStatuses;
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// Whether to show resolved bugs when displaying bug report markers.
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UPROPERTY(Config, EditDefaultsOnly, BlueprintReadOnly, Category="Marking")
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bool bShowResolvedBugs = false;
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// Colour tint to use for resolved bugs.
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UPROPERTY(Config, EditDefaultsOnly, BlueprintReadOnly, Category="Marking")
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FLinearColor ResolvedTint;
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// A list of bug statuses that represent resolved bugs in your Bugzilla install.
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// Generally this would include "RESOLVED" and "VERIFIED".
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UPROPERTY(Config, EditDefaultsOnly, BlueprintReadOnly, Category="Marking")
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TArray<FString> ResolvedStatuses;
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// How many bug markers to show in one batch. Each batch loads on a new frame.
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UPROPERTY(Config, EditDefaultsOnly, BlueprintReadOnly, Category="Marking")
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int32 LoadMarkersBatch = 10;
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// How many bug markers to hide in one batch. Each batch loads on a new frame.
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UPROPERTY(Config, EditDefaultsOnly, BlueprintReadOnly, Category="Marking")
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int32 UnloadMarkersBatch = 25;
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public:
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virtual void PostInitProperties() override;
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virtual FName GetCategoryName() const override;
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#if WITH_EDITOR
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virtual void PostEditChangeProperty(struct FPropertyChangedEvent &PropertyChangedEvent) override;
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#endif
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};
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