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#jira UE-163243 #preflight 646e5f421417daba1e01a8eb #rnx #rb Brian.White [CL 25643793 by Jerome Delattre in ue5-main branch]
92 lines
2.2 KiB
C++
92 lines
2.2 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 "UObject/ObjectMacros.h"
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#include "UObject/Object.h"
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#include "ScreenShotComparisonSettings.generated.h"
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/**
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* Holds settings for screenshot fallbacks
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*/
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USTRUCT()
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struct FScreenshotFallbackEntry
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{
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GENERATED_USTRUCT_BODY()
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UPROPERTY(Config)
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FString Parent;
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UPROPERTY(Config)
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FString Child;
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bool operator==(const FScreenshotFallbackEntry& Other) const
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{
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return Child == Other.Child;
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}
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};
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FORCEINLINE uint32 GetTypeHash(const FScreenshotFallbackEntry& Object)
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{
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return GetTypeHash(Object.Child);
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}
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UCLASS(config = Engine, defaultconfig)
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class SCREENSHOTCOMPARISONTOOLS_API UScreenShotComparisonSettings : public UObject
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{
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GENERATED_UCLASS_BODY()
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public:
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/**
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* If true, any checked-in test results for confidential platforms will be put under <ProjectDir>/Platforms/<Platform>/Test instead of <ProjectDir>/Test
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*/
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UPROPERTY(Config)
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bool bUseConfidentialPlatformPathsForSavedResults;
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/**
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* An array of entries that describe other platforms we can use for fallbacks when comparing screenshots
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*/
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UPROPERTY(Config)
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TArray<FScreenshotFallbackEntry> ScreenshotFallbackPlatforms;
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/**
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* Creates class instance
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* @param PlatformName Reference to a string containing platform name (if it is empty the current platform name is used).
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*/
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static UScreenShotComparisonSettings* Create(const FString& PlatformName = FString{});
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/**
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* Loads settings of corresponding config.
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*/
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virtual void LoadSettings() final;
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/**
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* Overrides config hierarchy platform to be used in UObject internals
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*/
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virtual const TCHAR* GetConfigOverridePlatform() const override;
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#if WITH_EDITOR
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public:
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static const TSet<FScreenshotFallbackEntry>& GetAllPlatformSettings();
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#endif // WITH_EDITOR
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protected:
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/**
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* Returns platform name reference. As the class can store platform-independent config, it returns an empty string if the platform was not specified.
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*/
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virtual const FString& GetPlatformName() const;
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/**
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* Sets platform and reloads settings.
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* @param PlatformName Reference to a string containing platform name (if it is empty the default config is used).
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*/
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virtual void SetPlatform(const FString& PlatformName);
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private:
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FString Platform;
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};
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