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UnrealEngineUWP/Engine/Source/Developer/FunctionalTesting/Private/FuncTestManager.cpp

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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "FunctionalTestingPrivatePCH.h"
DEFINE_LOG_CATEGORY(LogFunctionalTest);
void FFuncTestManager::SetScript(class UFunctionalTestingManager* NewScript)
{
TestScript = NewScript;
}
bool FFuncTestManager::IsRunning() const
{
return TestScript.IsValid() && TestScript->IsRunning();
}
void FFuncTestManager::SetLooping(const bool bLoop)
{
if (TestScript.IsValid())
{
TestScript->SetLooped(bLoop);
}
}
void FFuncTestManager::RunAllTestsOnMap(bool bClearLog, bool bRunLooped)
{
if (UFunctionalTestingManager::RunAllFunctionalTests(GWorld, bClearLog, bRunLooped) == false)
{
UE_LOG(LogFunctionalTest, Error, TEXT("No functional testing script on map."));
}
}
//////////////////////////////////////////////////////////////////////////
// Exec
//////////////////////////////////////////////////////////////////////////
static bool FuncTestExec(UWorld* InWorld, const TCHAR* Command,FOutputDevice& Ar)
{
if(FParse::Command(&Command,TEXT("ftest")))
{
if(FParse::Command(&Command,TEXT("start")))
{
const bool bLooped = FParse::Command(&Command,TEXT("loop"));
FFunctionalTestingModule::Get()->RunAllTestsOnMap(/*bClearLog=*/true, bLooped);
}
return true;
}
return false;
}
FStaticSelfRegisteringExec FuncTestExecRegistration(FuncTestExec);