Files
UnrealEngineUWP/Engine/Source/Developer/ScreenShotComparisonTools/Public/Interfaces/IScreenShotManager.h
kevin hamilton 6b46dd0ced Merging //depot/Partners/Zombie/UE4-iOS/...to //depot/UE4/...
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]
2014-05-13 12:08:56 -04:00

75 lines
1.6 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
IScreenShotComparisonModule.h: Declares the IScreenShotComparisonModule interface.
=============================================================================*/
#pragma once
/**
* Type definition for shared pointers to instances of IScreenShotManager.
*/
typedef TSharedPtr<class IScreenShotManager> IScreenShotManagerPtr;
/**
* Type definition for shared references to instances of IScreenShotManager.
*/
typedef TSharedRef<class IScreenShotManager> IScreenShotManagerRef;
/**
* Delegate type for session filter changing.
*/
DECLARE_DELEGATE(FOnScreenFilterChanged)
/**
* Interface for screen manager module.
*/
class IScreenShotManager
{
public:
virtual ~IScreenShotManager(){ }
/**
* Generate the screen shot data
*/
virtual void GenerateLists( ) = 0;
/**
* Get the screen shot list
*
* @return the array of screen shot data
*/
virtual TArray<IScreenShotDataPtr>& GetLists( ) = 0;
/**
* Get the list of active platforms
*
* @return the array of platforms
*/
virtual TArray< TSharedPtr<FString> >& GetCachedPlatfomList( ) = 0;
/**
* Register for screen shot updates
*
* @param InDelegate - Delegate register
*/
virtual void RegisterScreenShotUpdate( const FOnScreenFilterChanged& InDelegate ) = 0;
/**
* Set the filter
*
* @param InFilter - The screen shot filter
*/
virtual void SetFilter(TSharedPtr<ScreenShotFilterCollection> InFilter ) = 0;
/**
* Only display every Nth screen shot
*
* @param NewNth - The new N.
*/
virtual void SetDisplayEveryNthScreenshot(int32 NewNth) = 0;
};