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61 lines
1.6 KiB
C++
61 lines
1.6 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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ScreenShotChangeListNode.h: Declares the FScreenShotChangeListNode class.
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=============================================================================*/
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#pragma once
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class FScreenShotPlatformNode : public FScreenShotBaseNode
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{
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public:
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/**
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* Construct test data given a name.
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*
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* @param InName The Name of this test data item.
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* @param InName The Name of this asset.
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*/
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FScreenShotPlatformNode( const FString& InName, const FString& InAssetName = "" )
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: FScreenShotBaseNode( InName, InAssetName )
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{}
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public:
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// Begin IScreenShotData interface
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virtual void AddScreenShotData( const FScreenShotDataItem& InScreenDataItem ) OVERRIDE
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{
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FString ScreenShotNumber = FString::Printf( TEXT( "CL #%d"), InScreenDataItem.ChangeListNumber );
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TSharedRef<FScreenShotBaseNode> ChildNode = MakeShareable( new FScreenShotBaseNode( ScreenShotNumber, InScreenDataItem.AssetName) );
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Children.Add( ChildNode );
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};
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virtual EScreenShotDataType::Type GetScreenNodeType() OVERRIDE
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{
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return EScreenShotDataType::SSDT_Platform;
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};
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virtual bool SetFilter( TSharedPtr< ScreenShotFilterCollection > ScreenFilter ) OVERRIDE
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{
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FilteredChildren.Empty();
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bool bPassesFilter = ScreenFilter->PassesAllFilters( SharedThis( this ) );
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if( bPassesFilter )
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{
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for ( int32 Index = 0; Index < Children.Num(); Index++ )
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{
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FilteredChildren.Add( Children[Index] );
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}
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}
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return bPassesFilter;
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};
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// End IScreenShotData interface
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};
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