Files
UnrealEngineUWP/Engine/Source/Developer/FunctionalTesting/Public/TakeScreenshotAfterTimeLatentAction.h
ryan durand 471d972e62 Updating copyright for Engine Developer.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870584 by ryan durand in Main branch]
2019-12-26 15:32:37 -05:00

61 lines
1.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/WeakObjectPtr.h"
#include "AutomationScreenshotOptions.h"
#include "LatentActions.h"
struct FLatentActionInfo;
class FTakeScreenshotAfterTimeLatentAction : public FPendingLatentAction
{
public:
FTakeScreenshotAfterTimeLatentAction(const FLatentActionInfo& LatentInfo, const FString& InScreenshotName, const FString& InNotes, FAutomationScreenshotOptions InOptions);
virtual ~FTakeScreenshotAfterTimeLatentAction();
virtual void UpdateOperation(FLatentResponse& Response) override;
#if WITH_EDITOR
// Returns a human readable description of the latent operation's current state
virtual FString GetDescription() const override;
#endif
private:
void OnScreenshotTakenAndCompared();
private:
FName ExecutionFunction;
int32 OutputLink;
FWeakObjectPtr CallbackTarget;
FString ScreenshotName;
FString Notes;
float SecondsRemaining;
bool IssuedScreenshotCapture;
bool TakenScreenshot;
FAutomationScreenshotOptions Options;
};
class FWaitForScreenshotComparisonLatentAction : public FPendingLatentAction
{
public:
FWaitForScreenshotComparisonLatentAction(const FLatentActionInfo& LatentInfo);
virtual ~FWaitForScreenshotComparisonLatentAction();
virtual void UpdateOperation(FLatentResponse& Response) override;
#if WITH_EDITOR
// Returns a human readable description of the latent operation's current state
virtual FString GetDescription() const override;
#endif
private:
void OnScreenshotTakenAndCompared();
private:
FName ExecutionFunction;
int32 OutputLink;
FWeakObjectPtr CallbackTarget;
bool TakenScreenshot;
};