Files
UnrealEngineUWP/Engine/Source/Developer/ScreenShotComparisonTools/Private/ScreenShotPlatformNode.h
2014-03-14 14:13:41 -04:00

61 lines
1.6 KiB
C++

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