You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
77 lines
1.9 KiB
C++
77 lines
1.9 KiB
C++
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
|
|
|
|
/*=============================================================================
|
|
ScreenShotData.h: Declares the FScreenShotBaseNode class.
|
|
=============================================================================*/
|
|
|
|
#pragma once
|
|
|
|
|
|
/**
|
|
* Base class for screenshot nodes.
|
|
*/
|
|
class FScreenShotBaseNode
|
|
: public TSharedFromThis<FScreenShotBaseNode>
|
|
, public IScreenShotData
|
|
{
|
|
public:
|
|
|
|
/**
|
|
* Construct test data with the given name.
|
|
*
|
|
* @param InName The Name of this test data item.
|
|
*/
|
|
FScreenShotBaseNode( const FString& InName, const FString& InAssetName = "" )
|
|
: AssetName(InAssetName)
|
|
, ItemName(InName)
|
|
{ }
|
|
|
|
public:
|
|
|
|
// Begin IScreenShotData interface
|
|
|
|
virtual void AddScreenShotData( const FScreenShotDataItem& InScreenDataItem ) override;
|
|
virtual const FString& GetAssetName() const override;
|
|
virtual TArray< TSharedPtr< IScreenShotData> >& GetChildren() override;
|
|
virtual TArray< TSharedPtr< IScreenShotData> >& GetFilteredChildren() override;
|
|
virtual const FString& GetName() const override;
|
|
virtual EScreenShotDataType::Type GetScreenNodeType() override;
|
|
virtual bool SetFilter( TSharedPtr< ScreenShotFilterCollection > ScreenFilter ) override;
|
|
virtual void SetDisplayEveryNthScreenshot( int32 NewNthValue ) override;
|
|
|
|
// End IScreenShotData interface
|
|
|
|
protected:
|
|
|
|
/**
|
|
* Add a child to the tree.
|
|
*
|
|
* @param ChildName - The name of the node.
|
|
* @return The new node.
|
|
*/
|
|
IScreenShotDataRef AddChild( const FString& ChildName );
|
|
|
|
/**
|
|
* Create a node to add to the tree.
|
|
*
|
|
* @param ChildName - The name of the node.
|
|
* @return The new node.
|
|
*/
|
|
|
|
virtual IScreenShotDataRef CreateNode( const FString& ChildName );
|
|
|
|
public:
|
|
|
|
// The asset name
|
|
FString AssetName;
|
|
|
|
// Holds the array of child nodes
|
|
TArray<IScreenShotDataPtr> Children;
|
|
|
|
// Holds the array of filtered nodes
|
|
TArray<IScreenShotDataPtr> FilteredChildren;
|
|
|
|
// The item name
|
|
FString ItemName;
|
|
};
|