// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Modules/ModuleInterface.h" #include "Modules/ModuleManager.h" 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; /** Getst he 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& OutBeautifiedNames, TArray& OutTestCommands, TArray& OutTestMapAssets) const = 0; /** Gets the debugger singleton or returns NULL */ static IFunctionalTestingModule& Get() { static const FName FunctionalTesting(TEXT("FunctionalTesting")); return FModuleManager::Get().LoadModuleChecked(FunctionalTesting); } };