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UnrealEngineUWP/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTestingManager.h

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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "FunctionalTestingManager.generated.h"
UCLASS(BlueprintType, MinimalAPI)
class UFunctionalTestingManager : public UBlueprintFunctionLibrary
{
GENERATED_UCLASS_BODY()
UPROPERTY(Transient)
TArray<class AFunctionalTest*> TestsLeft;
UPROPERTY(Transient)
TArray<class AFunctionalTest*> AllTests;
UPROPERTY(BlueprintAssignable)
FFunctionalTestEventSignature OnSetupTests;
UFUNCTION(BlueprintCallable, Category="FunctionalTesting", meta=(HidePin="WorldContext", DefaultToSelf="WorldContext" ) )
/** Triggers in sequence all functional tests found on the level.
* @return true if any tests have been triggered */
static bool RunAllFunctionalTests(UObject* WorldContext, bool bNewLog=true, bool bRunLooped=false, bool bWaitForNavigationBuildFinish=true);
bool IsRunning() const { return bIsRunning; }
bool IsLooped() const { return bLooped; }
void SetLooped(const bool bNewLooped) { bLooped = bNewLooped; }
void TickMe(float DeltaTime);
private:
void LogMessage(const FString& MessageString, TSharedPtr<IMessageLogListing> LogListing = NULL);
protected:
static UFunctionalTestingManager* GetManager(UObject* WorldContext);
void TriggerFirstValidTest();
void SetUpTests();
void OnTestDone(class AFunctionalTest* FTest);
void OnEndPIE(const bool bIsSimulating);
bool RunFirstValidTest();
void NotifyTestDone(class AFunctionalTest* FTest);
bool bIsRunning;
bool bLooped;
bool bWaitForNavigationBuildFinish;
bool bInitialDelayApplied;
uint32 CurrentIteration;
};