Files
UnrealEngineUWP/Engine/Source/Developer/AutomationDriver/Private/AutomatedApplication.h
Ben Marsh 546bfb7b88 Fix non-unity/non-pch editor builds, and use that configuration for non-unity builds in future. Catches more include errors.
#rb none
#lockdown Nick.Penwarden

[CL 3231640 by Ben Marsh in Main branch]
2016-12-12 17:26:59 -05:00

44 lines
1.1 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GenericPlatform/GenericApplication.h"
#include "GenericPlatform/ICursor.h"
class GenericApplication;
class FGenericApplicationMessageHandler;
class IPassThroughMessageHandlerFactory;
class FAutomatedApplication
: public GenericApplication
{
public:
TSharedRef<FGenericApplicationMessageHandler> GetRealMessageHandler() { return RealMessageHandler.ToSharedRef(); }
virtual void AllowPlatformMessageHandling() = 0;
virtual void DisablePlatformMessageHandling() = 0;
virtual void SetFakeModifierKeys(FModifierKeysState Value) = 0;
FAutomatedApplication(
const TSharedPtr<ICursor>& InCursor)
: GenericApplication(InCursor)
{ }
protected:
TSharedPtr<FGenericApplicationMessageHandler> RealMessageHandler;
private:
};
class FAutomatedApplicationFactory
{
public:
static TSharedRef<FAutomatedApplication> Create(
const TSharedRef<GenericApplication>& PlatformApplication,
const TSharedRef<IPassThroughMessageHandlerFactory>& PassThroughMessageHandlerFactory);
};