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Automation: Milestone 3 and fixes for milestone 2 -Added new EditorShot command to take editor screenshots -Made the ExterialTool options use the dierctory picker -Fixed a bug with the StaticMeshEditor test if the tutorial pops up -StaticMeshUV test now uses async package loading -Added a display every Nth screenshot to the screenshot compre tab -Added support to disable screenshots or request full size ones -Changed the screenshots so they save to the game directory even if you run the frontend by itself -Added screenshot support for the load all maps tests [CL 2071712 by kevin hamilton in Main branch]
97 lines
2.1 KiB
C++
97 lines
2.1 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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IScreenShotData.h: Declares the IScreenShotData interface.
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=============================================================================*/
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#pragma once
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/** Flags for specifying the screen shot data type */
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namespace EScreenShotDataType
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{
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enum Type
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{
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SSDT_Base,
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SSDT_Platform,
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SSDT_ScreenView,
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};
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};
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/**
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* Type definition for shared pointers to instances of IScreenShotData.
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*/
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typedef TSharedPtr<class IScreenShotData> IScreenShotDataPtr;
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/**
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* Type definition for shared references to instances of IScreenShotData.
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*/
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typedef TSharedRef<class IScreenShotData> IScreenShotDataRef;
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/**
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* Interface for Screen shot data.
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*/
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class IScreenShotData
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{
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public:
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virtual ~IScreenShotData(){ }
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/**
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* Add screen shot data to the tree
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*
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* @param InScreenDataItem - the screen shot data
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*/
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virtual void AddScreenShotData( const FScreenShotDataItem& InScreenDataItem ) = 0;
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/**
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* Get the screen shot asset name. This will be a dynamic brush at some point
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*
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* @return The asset name
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*/
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virtual const FString& GetAssetName() const = 0;
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/**
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* Get children
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*
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* @return The child list
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*/
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virtual TArray<IScreenShotDataPtr>& GetChildren() = 0;
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/**
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* Get the filtered child list
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*
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* @return The filtered child list
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*/
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virtual TArray<IScreenShotDataPtr>& GetFilteredChildren() = 0;
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/**
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* Get the node type - used in filtering
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*
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* @return The node type
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*/
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virtual EScreenShotDataType::Type GetScreenNodeType() = 0;
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/**
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* Get the screen shot data name e.g. change list number
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*
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* @return The screen shot data name
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*/
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virtual const FString& GetName() const = 0;
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/**
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* Set the platform filter
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*
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* @param ScreenFilter - the screen name to filter
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* @return True if passes the filter
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*/
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virtual bool SetFilter( TSharedPtr< ScreenShotFilterCollection > ScreenFilter ) = 0;
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/**
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* Tells the node that we should only display every Nth screenshot
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*
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* @param NewDisplayEveryNth - The new N.
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*/
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virtual void SetDisplayEveryNthScreenshot( int32 NewDisplayEveryNth ) = 0;
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}; |