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hub / github.com/20tab/UnrealEnginePython / AppendMessage

Method AppendMessage

Source/PythonConsole/Private/SPythonLog.cpp:245–274  ·  view source on GitHub ↗

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243}
244
245bool FPythonLogTextLayoutMarshaller::AppendMessage(const TCHAR* InText, const ELogVerbosity::Type InVerbosity, const FName& InCategory)
246{
247 TArray< TSharedPtr<FLogMessage> > NewMessages;
248 if (SPythonLog::CreateLogMessages(InText, InVerbosity, InCategory, NewMessages))
249 {
250 const bool bWasEmpty = Messages.Num() == 0;
251 Messages.Append(NewMessages);
252
253 if (TextLayout)
254 {
255 // If we were previously empty, then we'd have inserted a dummy empty line into the document
256 // We need to remove this line now as it would cause the message indices to get out-of-sync with the line numbers, which would break auto-scrolling
257 if (bWasEmpty)
258 {
259 TextLayout->ClearLines();
260 }
261
262 // If we've already been given a text layout, then append these new messages rather than force a refresh of the entire document
263 AppendMessagesToTextLayout(NewMessages);
264 }
265 else
266 {
267 MakeDirty();
268 }
269
270 return true;
271 }
272
273 return false;
274}
275
276void FPythonLogTextLayoutMarshaller::AppendMessageToTextLayout(const TSharedPtr<FLogMessage>& InMessage)
277{

Callers 1

SerializeMethod · 0.80

Calls

no outgoing calls

Tested by

no test coverage detected