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137 lines
4.3 KiB
C++
137 lines
4.3 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "GameFramework/Actor.h"
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#include "Math/RandomStream.h"
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#include "FunctionalTest.generated.h"
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class UBillboardComponent;
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UENUM()
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namespace EFunctionalTestResult
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{
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enum Type
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{
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Invalid,
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Error,
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Running,
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Failed,
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Succeeded,
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};
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}
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FFunctionalTestEventSignature);
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DECLARE_DELEGATE_OneParam(FFunctionalTestDoneSignature, class AFunctionalTest*);
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UCLASS(Blueprintable, MinimalAPI)
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class AFunctionalTest : public AActor
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{
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GENERATED_UCLASS_BODY()
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static const uint32 DefaultTimeLimit = 60; // seconds
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private_subobject:
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DEPRECATED_FORGAME(4.6, "SpriteComponent should not be accessed directly, please use GetSpriteComponent() function instead. SpriteComponent will soon be private and your code will not compile.")
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UPROPERTY()
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UBillboardComponent* SpriteComponent;
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public:
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UPROPERTY(BlueprintReadWrite, Category=FunctionalTesting)
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TEnumAsByte<EFunctionalTestResult::Type> Result;
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/** If test is limited by time this is the result that will be returned when time runs out */
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UPROPERTY(EditAnywhere, Category=FunctionalTesting)
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TEnumAsByte<EFunctionalTestResult::Type> TimesUpResult;
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/** Test's time limit. '0' means no limit */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=FunctionalTesting)
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float TimeLimit;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=FunctionalTesting)
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FText TimesUpMessage;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=FunctionalTesting)
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AActor* ObservationPoint;
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/** Called when the test is started */
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UPROPERTY(BlueprintAssignable)
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FFunctionalTestEventSignature OnTestStart;
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/** Called when the test is finished. Use it to clean up */
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UPROPERTY(BlueprintAssignable)
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FFunctionalTestEventSignature OnTestFinished;
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UPROPERTY(Transient)
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TArray<AActor*> AutoDestroyActors;
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FString FailureMessage;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = FunctionalTesting)
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FRandomStream RandomNumbersStream;
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#if WITH_EDITORONLY_DATA
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UPROPERTY()
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class UFuncTestRenderingComponent* RenderComp;
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#endif // WITH_EDITORONLY_DATA
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category=FunctionalTesting)
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uint32 bIsEnabled:1;
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public:
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virtual bool StartTest(const TArray<FString>& Params = TArray<FString>());
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UFUNCTION(BlueprintCallable, Category="Development")
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virtual void FinishTest(TEnumAsByte<EFunctionalTestResult::Type> TestResult, const FString& Message);
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UFUNCTION(BlueprintCallable, Category="Development")
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virtual void LogMessage(const FString& Message);
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UFUNCTION(BlueprintCallable, Category="Development")
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virtual void SetTimeLimit(float NewTimeLimit, TEnumAsByte<EFunctionalTestResult::Type> ResultWhenTimeRunsOut);
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/** retrieves information whether test wants to have another run just after finishing */
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UFUNCTION(BlueprintImplementableEvent, Category="FunctionalTesting")
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virtual bool WantsToRunAgain() const;
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UFUNCTION(BlueprintImplementableEvent, Category = "FunctionalTesting")
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virtual FString GetAdditionalTestFinishedMessage(EFunctionalTestResult::Type TestResult) const;
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/** ACtors registered this way will be automatically destroyed (by limiting their lifespan)
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* on test finish */
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UFUNCTION(BlueprintCallable, Category="Development", meta=(Keywords = "Delete"))
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virtual void RegisterAutoDestroyActor(AActor* ActorToAutoDestroy);
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/** Called to clean up when tests is removed from the list of active tests after finishing execution.
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* Note that FinishTest gets called after every "cycle" of a test (where further cycles are enabled by
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* WantsToRunAgain calls). CleanUp gets called when all cycles are done. */
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virtual void CleanUp();
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virtual FString GetReproString() const { return GetFName().ToString(); }
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#if WITH_EDITOR
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void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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#endif // WITH_EDITOR
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// AActor interface begin
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virtual void Tick(float DeltaSeconds) override;
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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// AActor interface end
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bool IsSuccessful() const { return Result == EFunctionalTestResult::Succeeded; }
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protected:
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void GoToObservationPoint();
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public:
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FFunctionalTestDoneSignature TestFinishedObserver;
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protected:
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uint32 bIsRunning;
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float TotalTime;
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public:
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/** Returns SpriteComponent subobject **/
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UBillboardComponent* GetSpriteComponent();
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};
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