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93 lines
3.3 KiB
C++
93 lines
3.3 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "ScreenshotFunctionalTest.h"
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#include "Engine/GameViewportClient.h"
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#include "AutomationBlueprintFunctionLibrary.h"
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#include "Camera/CameraComponent.h"
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#include "Camera/PlayerCameraManager.h"
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#include "Kismet/GameplayStatics.h"
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#include "Engine/Engine.h"
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#include "EngineGlobals.h"
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#include "Misc/AutomationTest.h"
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#include "HighResScreenshot.h"
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#include "UnrealClient.h"
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#include "Slate/SceneViewport.h"
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#include "UObject/AutomationObjectVersion.h"
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AScreenshotFunctionalTest::AScreenshotFunctionalTest( const FObjectInitializer& ObjectInitializer )
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: AScreenshotFunctionalTestBase(ObjectInitializer)
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, bCameraCutOnScreenshotPrep(true)
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{
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}
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void AScreenshotFunctionalTest::Serialize(FArchive& Ar)
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{
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Super::Serialize(Ar);
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Ar.UsingCustomVersion(FAutomationObjectVersion::GUID);
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if (Ar.CustomVer(FAutomationObjectVersion::GUID) < FAutomationObjectVersion::DefaultToScreenshotCameraCutAndFixedTonemapping)
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{
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bCameraCutOnScreenshotPrep = true;
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}
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}
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void AScreenshotFunctionalTest::PrepareTest()
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{
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// Pre-prep flush to allow rendering to temporary targets and other test resources
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UAutomationBlueprintFunctionLibrary::FinishLoadingBeforeScreenshot();
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Super::PrepareTest();
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// Apply a camera cut if requested
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if (bCameraCutOnScreenshotPrep)
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{
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APlayerController* PlayerController = UGameplayStatics::GetPlayerController(GetWorld(), 0);
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if (PlayerController && PlayerController->PlayerCameraManager)
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{
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PlayerController->PlayerCameraManager->SetGameCameraCutThisFrame();
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if (ScreenshotCamera)
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{
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ScreenshotCamera->NotifyCameraCut();
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}
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}
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}
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// Post-prep flush deal with any temporary resources allocated during prep before the main test
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UAutomationBlueprintFunctionLibrary::FinishLoadingBeforeScreenshot();
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}
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void AScreenshotFunctionalTest::RequestScreenshot()
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{
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Super::RequestScreenshot();
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if(IsMobilePlatform(GShaderPlatformForFeatureLevel[GMaxRHIFeatureLevel]))
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{
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// For mobile, use the high res screenshot API to ensure a fixed resolution screenshot is produced.
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// This means screenshot comparisons can compare with the output from any device.
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FHighResScreenshotConfig& Config = GetHighResScreenshotConfig();
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FIntPoint ScreenshotViewportSize = UAutomationBlueprintFunctionLibrary::GetAutomationScreenshotSize(ScreenshotOptions);
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if (Config.SetResolution(ScreenshotViewportSize.X, ScreenshotViewportSize.Y, 1.0f))
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{
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GEngine->GameViewport->GetGameViewport()->TakeHighResScreenShot();
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}
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}
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else
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{
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// Screenshots in UE4 work in this way:
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// 1. Call FScreenshotRequest::RequestScreenshot to ask the system to take a screenshot. The screenshot
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// will have the same resolution as the current viewport;
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// 2. Register a callback to UGameViewportClient::OnScreenshotCaptured() delegate. The call back will be
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// called with screenshot pixel data when the shot is taken;
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// 3. Wait till the next frame or call FSceneViewport::Invalidate to force a redraw. Screenshot is not
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// taken until next draw where UGameViewportClient::ProcessScreenshots or
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// FEditorViewportClient::ProcessScreenshots is called to read pixels back from the viewport. It also
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// trigger the callback function registered in step 2.
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bool bShowUI = false;
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FScreenshotRequest::RequestScreenshot(bShowUI);
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}
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}
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