Files
UnrealEngineUWP/Engine/Source/Developer/AutomationWindow/Public/Interfaces/IAutomationWindowModule.h
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

61 lines
1.5 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "SlateFwd.h"
#include "Modules/ModuleInterface.h"
#include "Interfaces/IAutomationControllerManager.h"
class ISessionManager;
/** Delegate to call when the automation window module is shutdown. */
DECLARE_DELEGATE(FOnAutomationWindowModuleShutdown);
/**
* Automation Window module
*/
class IAutomationWindowModule
: public IModuleInterface
{
public:
/**
* Creates a Automation Window widget.
*
* @param AutomationController The automation controller to use.
* @param SessionManager The session manager to use.
* @return New Automation Test window widget
*/
virtual TSharedRef<class SWidget> CreateAutomationWindow( const IAutomationControllerManagerRef& AutomationController, const TSharedRef<ISessionManager>& SessionManager ) = 0;
/**
* Store a pointer to the AutomationWindowTab.
*
* @return a weak pointer to the automation tab.
*/
virtual TWeakPtr<class SDockTab> GetAutomationWindowTab() = 0;
/**
* Store a pointer to the AutomationWindowTab.
*
* @param AutomationWindowTab a weak pointer to the automation tab.
*/
virtual void SetAutomationWindowTab(TWeakPtr<class SDockTab> AutomationWindowTab) = 0;
public:
/**
* Gets a delegate that is invoked when the automation window module shuts down.
*
* @return The delegate.
*/
virtual FOnAutomationWindowModuleShutdown& OnShutdown( ) = 0;
protected:
/** Virtual destructor. */
~IAutomationWindowModule( ) { }
};