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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]
72 lines
1.8 KiB
C++
72 lines
1.8 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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ScreenShotManager.cpp: Implements the FScreenShotManager class.
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=============================================================================*/
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#pragma once
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/**
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* Implements the ScreenShotManager that contains screen shot data.
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*/
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class FScreenShotManager
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: public IScreenShotManager
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{
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public:
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/**
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* Creates and initializes a new instance.
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*
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* @param InMessageBus - The message bus to use.
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*/
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FScreenShotManager( const IMessageBusRef& InMessageBus );
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public:
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/**
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* Create some dummy data to test the UI
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*/
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void CreateData( );
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public:
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// Begin IScreenShotManager interface
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virtual void GenerateLists() OVERRIDE;
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virtual TArray< TSharedPtr<FString> >& GetCachedPlatfomList( ) OVERRIDE;
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virtual TArray<IScreenShotDataPtr>& GetLists() OVERRIDE;
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virtual void RegisterScreenShotUpdate(const FOnScreenFilterChanged& InDelegate )OVERRIDE;
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virtual void SetFilter( TSharedPtr< ScreenShotFilterCollection > InFilter ) OVERRIDE;
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virtual void SetDisplayEveryNthScreenshot(int32 NewNth) OVERRIDE;
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// End IScreenShotManager interface
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private:
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// Handles FAutomationWorkerScreenImage messages.
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void HandleScreenShotMessage( const FAutomationWorkerScreenImage& Message, const IMessageContextRef& Context );
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private:
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// Holds the list of active platforms
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TArray<TSharedPtr<FString> > CachedPlatformList;
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// Holds the messaging endpoint.
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FMessageEndpointPtr MessageEndpoint;
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// Holds the array of created screen shot data items
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TArray< FScreenShotDataItem > ScreenShotDataArray;
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// Holds the root of the screen shot tree
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TSharedPtr< IScreenShotData > ScreenShotRoot;
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// Holds a delegate to be invoked when the screen shot filter has changed.
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FOnScreenFilterChanged ScreenFilterChangedDelegate;
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};
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