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#jira UE-156429 #preflight 62b32e826a25ba6ae52f94bd #rb jason.walter [CL 20795375 by Robb Surridge in ue5-main branch]
51 lines
1.7 KiB
C++
51 lines
1.7 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Modules/ModuleInterface.h"
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#include "Modules/ModuleManager.h"
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FUNCTIONALTESTING_API DECLARE_LOG_CATEGORY_EXTERN(LogFunctionalTest, Log, All);
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class IFunctionalTestingModule : public IModuleInterface
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{
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public:
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/** Triggers in sequence all functional tests found on the level */
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virtual void RunAllTestsOnMap(bool bClearLog, bool bRunLooped) = 0;
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/** Runs a single test */
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virtual void RunTestOnMap(const FString& TestName, bool bClearLog, bool bRunLooped) = 0;
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/** Sets that a test is being started */
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virtual void MarkPendingActivation() = 0;
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/** True if a test is about to start */
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virtual bool IsActivationPending() const = 0;
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/** True if there is an active UFunctionalTestingManager */
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virtual bool IsRunning() const = 0;
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/** True if a UFunctionalTestingManager was spawned and is now done */
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virtual bool IsFinished() const = 0;
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/** Sets the active testing manager */
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virtual void SetManager(class UFunctionalTestingManager* NewManager) = 0;
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/** Gets the active testing manager */
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virtual class UFunctionalTestingManager* GetCurrentManager() = 0;
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/** If true, will run tests forever */
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virtual void SetLooping(const bool bLoop) = 0;
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/** Gets a list of maps/tests in the current project */
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virtual void GetMapTests(bool bEditorOnlyTests, TArray<FString>& OutBeautifiedNames, TArray<FString>& OutTestCommands, TArray<FString>& OutTestMapAssets) const = 0;
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/** Gets the debugger singleton or returns NULL */
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static IFunctionalTestingModule& Get()
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{
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static const FName FunctionalTesting(TEXT("FunctionalTesting"));
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return FModuleManager::Get().LoadModuleChecked<IFunctionalTestingModule>(FunctionalTesting);
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}
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};
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