Files
UnrealEngineUWP/Engine/Source/Developer/ScreenShotComparisonTools/Private/ScreenShotBaseNode.h
kevin hamilton 6b46dd0ced Merging //depot/Partners/Zombie/UE4-iOS/...to //depot/UE4/...
Automation: Milestone 3 and fixes for milestone 2

 -Added new EditorShot command to take editor screenshots
 -Made the ExterialTool options use the dierctory picker
 -Fixed a bug with the StaticMeshEditor test if the tutorial pops up
 -StaticMeshUV test now uses async package loading
 -Added a display every Nth screenshot to the screenshot compre tab
 -Added support to disable screenshots or request full size ones
 -Changed the screenshots so they save to the game directory even if you run the frontend by itself
 -Added screenshot support for the load all maps tests

[CL 2071712 by kevin hamilton in Main branch]
2014-05-13 12:08:56 -04:00

77 lines
1.9 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
ScreenShotData.h: Declares the FScreenShotBaseNode class.
=============================================================================*/
#pragma once
/**
* Base class for screenshot nodes.
*/
class FScreenShotBaseNode
: public TSharedFromThis<FScreenShotBaseNode>
, public IScreenShotData
{
public:
/**
* Construct test data with the given name.
*
* @param InName The Name of this test data item.
*/
FScreenShotBaseNode( const FString& InName, const FString& InAssetName = "" )
: ItemName(InName)
, AssetName(InAssetName)
{ }
public:
// Begin IScreenShotData interface
virtual void AddScreenShotData( const FScreenShotDataItem& InScreenDataItem ) OVERRIDE;
virtual const FString& GetAssetName() const OVERRIDE;
virtual TArray< TSharedPtr< IScreenShotData> >& GetChildren() OVERRIDE;
virtual TArray< TSharedPtr< IScreenShotData> >& GetFilteredChildren() OVERRIDE;
virtual const FString& GetName() const OVERRIDE;
virtual EScreenShotDataType::Type GetScreenNodeType() OVERRIDE;
virtual bool SetFilter( TSharedPtr< ScreenShotFilterCollection > ScreenFilter ) OVERRIDE;
virtual void SetDisplayEveryNthScreenshot( int32 NewNthValue ) OVERRIDE;
// End IScreenShotData interface
protected:
/**
* Add a child to the tree.
*
* @param ChildName - The name of the node.
* @return The new node.
*/
IScreenShotDataRef AddChild( const FString& ChildName );
/**
* Create a node to add to the tree.
*
* @param ChildName - The name of the node.
* @return The new node.
*/
virtual IScreenShotDataRef CreateNode( const FString& ChildName );
public:
// The asset name
FString AssetName;
// Holds the array of child nodes
TArray<IScreenShotDataPtr> Children;
// Holds the array of filtered nodes
TArray<IScreenShotDataPtr> FilteredChildren;
// The item name
FString ItemName;
};