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UnrealEngineUWP/Engine/Source/Developer/FunctionalTesting/Public/FunctionalTestingModule.h
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2019-12-26 15:32:37 -05:00
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
#include "Modules/ModuleManager.h"
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FUNCTIONALTESTING_API DECLARE_LOG_CATEGORY_EXTERN(LogFunctionalTest, Log, All);
class IFunctionalTestingModule : public IModuleInterface
{
public:
/** Triggers in sequence all functional tests found on the level */
virtual void RunAllTestsOnMap(bool bClearLog, bool bRunLooped) = 0;
/** Runs a single test */
virtual void RunTestOnMap(const FString& TestName, bool bClearLog, bool bRunLooped) = 0;
/** Sets that a test is being started */
virtual void MarkPendingActivation() = 0;
/** True if a test is about to start */
virtual bool IsActivationPending() const = 0;
/** True if there is an active UFunctionalTestingManager */
virtual bool IsRunning() const = 0;
/** True if a UFunctionalTestingManager was spawned and is now done */
virtual bool IsFinished() const = 0;
/** Sets the active testing manager */
virtual void SetManager(class UFunctionalTestingManager* NewManager) = 0;
/** Gets the active testing manager */
virtual class UFunctionalTestingManager* GetCurrentManager() = 0;
/** If true, will run tests forever */
virtual void SetLooping(const bool bLoop) = 0;
/** Gets a list of maps/tests in the current project */
virtual void GetMapTests(bool bEditorOnlyTests, TArray<FString>& OutBeautifiedNames, TArray<FString>& OutTestCommands, TArray<FString>& OutTestMapAssets) const = 0;
/** Gets the debugger singleton or returns NULL */
static IFunctionalTestingModule& Get()
{
static const FName FunctionalTesting(TEXT("FunctionalTesting"));
return FModuleManager::Get().LoadModuleChecked<IFunctionalTestingModule>(FunctionalTesting);
}
};