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54 lines
1.5 KiB
C++
54 lines
1.5 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "FunctionalTestingManager.generated.h"
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UCLASS(BlueprintType, MinimalAPI)
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class UFunctionalTestingManager : public UBlueprintFunctionLibrary
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(Transient)
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TArray<class AFunctionalTest*> TestsLeft;
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UPROPERTY(Transient)
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TArray<class AFunctionalTest*> AllTests;
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UPROPERTY(BlueprintAssignable)
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FFunctionalTestEventSignature OnSetupTests;
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UFUNCTION(BlueprintCallable, Category="FunctionalTesting", meta=(HidePin="WorldContext", DefaultToSelf="WorldContext" ) )
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/** Triggers in sequence all functional tests found on the level.
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* @return true if any tests have been triggered */
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static bool RunAllFunctionalTests(UObject* WorldContext, bool bNewLog=true, bool bRunLooped=false, bool bWaitForNavigationBuildFinish=true);
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bool IsRunning() const { return bIsRunning; }
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bool IsLooped() const { return bLooped; }
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void SetLooped(const bool bNewLooped) { bLooped = bNewLooped; }
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void TickMe(float DeltaTime);
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private:
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void LogMessage(const FString& MessageString, TSharedPtr<IMessageLogListing> LogListing = NULL);
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protected:
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static UFunctionalTestingManager* GetManager(UObject* WorldContext);
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void TriggerFirstValidTest();
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void SetUpTests();
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void OnTestDone(class AFunctionalTest* FTest);
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void OnEndPIE(const bool bIsSimulating);
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bool RunFirstValidTest();
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void NotifyTestDone(class AFunctionalTest* FTest);
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bool bIsRunning;
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bool bLooped;
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bool bWaitForNavigationBuildFinish;
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bool bInitialDelayApplied;
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uint32 CurrentIteration;
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};
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