Files
UnrealEngineUWP/Engine/Source/Developer/AutomationDriver/Private/IStepExecutor.h
Ben Marsh 7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00

47 lines
1.1 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Async/AsyncResult.h"
#include "Misc/Timespan.h"
struct FStepResult
{
public:
enum class EState : uint8
{
DONE,
FAILED,
REPEAT,
};
FStepResult(EState InState, FTimespan InNextWait)
: NextWait(MoveTemp(InNextWait))
, State(InState)
{ }
// How long the executor should wait before either executing this same step, the next step or before declaring all steps complete
FTimespan NextWait;
// Whether the step that just completed is completely finished or should be rescheduled again for execution
EState State;
};
class IStepExecutor
{
public:
DECLARE_DELEGATE_RetVal_OneParam(FStepResult, FExecuteStepDelegate, const FTimespan& /*TotalProcessTime*/);
virtual void Add(const FExecuteStepDelegate& Step) = 0;
virtual void Add(const TFunction<FStepResult(const FTimespan&)>& Step) = 0;
virtual void InsertNext(const FExecuteStepDelegate& Step) = 0;
virtual void InsertNext(const TFunction<FStepResult(const FTimespan&)>& Step) = 0;
virtual TAsyncResult<bool> Execute() = 0;
virtual bool IsExecuting() const = 0;
};