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#jira UE-194361 #rb jerome.delattre, chris.constantinescu [CL 29718813 by christopher fiala in ue5-main branch]
49 lines
1.5 KiB
C++
49 lines
1.5 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 "ScreenshotFunctionalTestBase.h"
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#include "AutomationScreenshotOptions.h"
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#include "ScreenshotFunctionalTest.generated.h"
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class FAutomationTestScreenshotEnvSetup;
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/**
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* No UI
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*/
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UCLASS(Blueprintable)
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class FUNCTIONALTESTING_API AScreenshotFunctionalTest : public AScreenshotFunctionalTestBase
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{
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GENERATED_BODY()
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public:
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AScreenshotFunctionalTest(const FObjectInitializer& ObjectInitializer);
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virtual void Serialize(FArchive& Ar) override;
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// Tests not relying on temporal effects can force a camera cut to flush stale data
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera", SimpleDisplay)
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bool bCameraCutOnScreenshotPrep;
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// If r.EnableStereoScreenshotTestVariants is enabled, also take and compare screenshots in stereo rendering emulation modes when running this test
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Screenshot", SimpleDisplay)
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bool bSupportStereoTestVariants = true;
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protected:
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virtual void PrepareTest() override;
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virtual void RequestScreenshot() override;
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virtual void OnScreenShotCaptured(int32 InSizeX, int32 InSizeY, const TArray<FColor>& InImageData) override;
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virtual void OnScreenshotTakenAndCompared() override;
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private:
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void PerformVariant(FString VariantName, FString SetpCommand, FString RestoreCommand);
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FString CurrentVariantName;
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FString VariantRestoreCommand;
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bool bNeedsVariantRestore;
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bool bShouldDoViewRectOffsetVariant;
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};
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