Files
UnrealEngineUWP/Engine/Source/Developer/ScreenShotComparisonTools/Private/ScreenShotBaseNode.h
Richard Hinckley 6ceaa5aba7 Cleaning out programmer-only comments that were harvested by Doxygen.
#platformnotify Josh.Adams

[CL 2690143 by Richard Hinckley in Main branch]
2015-09-14 09:25:39 -04:00

77 lines
1.9 KiB
C++

// Copyright 1998-2015 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 = "" )
: AssetName(InAssetName)
, ItemName(InName)
{ }
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;
};