Files
UnrealEngine/Engine/Source/Developer/AutomationDriver/Private/WaitUntil.cpp
2025-05-18 13:04:45 +08:00

407 lines
11 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "WaitUntil.h"
#include "IApplicationElement.h"
#include "IElementLocator.h"
#include "Misc/Timespan.h"
FDriverWaitResponse FDriverWaitResponse::Passed()
{
return FDriverWaitResponse(FDriverWaitResponse::EState::PASSED, FTimespan::Zero());
}
FDriverWaitResponse FDriverWaitResponse::Wait()
{
return FDriverWaitResponse(FDriverWaitResponse::EState::WAIT, FTimespan::FromSeconds(0.5));
}
FDriverWaitResponse FDriverWaitResponse::Wait(FTimespan Timespan)
{
return FDriverWaitResponse(FDriverWaitResponse::EState::WAIT, MoveTemp(Timespan));
}
FDriverWaitResponse FDriverWaitResponse::Failed()
{
return FDriverWaitResponse(FDriverWaitResponse::EState::FAILED, FTimespan::Zero());
}
FDriverWaitResponse::FDriverWaitResponse(EState InState, FTimespan InNextWait)
: NextWait(MoveTemp(InNextWait))
, State(InState)
{ }
FWaitTimeout::FWaitTimeout(FTimespan InTimespan)
: Timespan(MoveTemp(InTimespan))
{ }
FWaitTimeout FWaitTimeout::InMilliseconds(double Value)
{
return FWaitTimeout(FTimespan::FromMilliseconds(Value));
}
FWaitTimeout FWaitTimeout::InSeconds(double Value)
{
return FWaitTimeout(FTimespan::FromSeconds(Value));
}
FWaitTimeout FWaitTimeout::InMinutes(double Value)
{
return FWaitTimeout(FTimespan::FromMinutes(Value));
}
FWaitTimeout FWaitTimeout::InHours(double Value)
{
return FWaitTimeout(FTimespan::FromHours(Value));
}
FWaitInterval::FWaitInterval(FTimespan InTimespan)
: Timespan(MoveTemp(InTimespan))
{ }
FWaitInterval FWaitInterval::InMilliseconds(double Value)
{
return FWaitInterval(FTimespan::FromMilliseconds(Value));
}
FWaitInterval FWaitInterval::InSeconds(double Value)
{
return FWaitInterval(FTimespan::FromSeconds(Value));
}
FWaitInterval FWaitInterval::InMinutes(double Value)
{
return FWaitInterval(FTimespan::FromMinutes(Value));
}
FWaitInterval FWaitInterval::InHours(double Value)
{
return FWaitInterval(FTimespan::FromHours(Value));
}
FDriverWaitDelegate Until::ElementExists(const TSharedRef<IElementLocator, ESPMode::ThreadSafe>& ElementLocator, FWaitTimeout Timeout)
{
return Until::ElementExists(ElementLocator, FWaitInterval::InSeconds(1.0), Timeout);
}
FDriverWaitDelegate Until::ElementExists(const TSharedRef<IElementLocator, ESPMode::ThreadSafe>& ElementLocator, FWaitInterval Interval, FWaitTimeout Timeout)
{
return Until::Lambda([ElementLocator, Interval, Timeout](const FTimespan& TotalWaitTime){
check(IsInGameThread());
TArray<TSharedRef<IApplicationElement>> Elements;
ElementLocator->Locate(Elements);
if (Elements.Num() == 0)
{
if (TotalWaitTime > Timeout.Timespan)
{
return FDriverWaitResponse::Failed();
}
return FDriverWaitResponse::Wait(Interval.Timespan);
}
return FDriverWaitResponse::Passed();
});
}
FDriverWaitDelegate Until::ElementIsVisible(const TSharedRef<IElementLocator, ESPMode::ThreadSafe>& ElementLocator, FWaitTimeout Timeout)
{
return Until::ElementIsVisible(ElementLocator, FWaitInterval::InSeconds(1.0), Timeout);
}
FDriverWaitDelegate Until::ElementIsVisible(const TSharedRef<IElementLocator, ESPMode::ThreadSafe>& ElementLocator, FWaitInterval Interval, FWaitTimeout Timeout)
{
return Until::Lambda([ElementLocator, Interval, Timeout](const FTimespan& TotalWaitTime) {
check(IsInGameThread());
TArray<TSharedRef<IApplicationElement>> Elements;
ElementLocator->Locate(Elements);
if (Elements.Num() == 0)
{
if (TotalWaitTime > Timeout.Timespan)
{
return FDriverWaitResponse::Failed();
}
return FDriverWaitResponse::Wait(Interval.Timespan);
}
for (TSharedRef<IApplicationElement> Element : Elements)
{
if (!Element->IsVisible())
{
if (TotalWaitTime > Timeout.Timespan)
{
return FDriverWaitResponse::Failed();
}
return FDriverWaitResponse::Wait(Interval.Timespan);
}
}
return FDriverWaitResponse::Passed();
});
}
FDriverWaitDelegate Until::ElementIsHidden(const TSharedRef<IElementLocator, ESPMode::ThreadSafe>& ElementLocator, FWaitTimeout Timeout)
{
return Until::ElementIsHidden(ElementLocator, FWaitInterval::InSeconds(1.0), Timeout);
}
FDriverWaitDelegate Until::ElementIsHidden(const TSharedRef<IElementLocator, ESPMode::ThreadSafe>& ElementLocator, FWaitInterval Interval, FWaitTimeout Timeout)
{
return Until::Lambda([ElementLocator, Interval, Timeout](const FTimespan& TotalWaitTime) {
check(IsInGameThread());
TArray<TSharedRef<IApplicationElement>> Elements;
ElementLocator->Locate(Elements);
if (Elements.Num() == 0)
{
if (TotalWaitTime > Timeout.Timespan)
{
return FDriverWaitResponse::Failed();
}
return FDriverWaitResponse::Wait(Interval.Timespan);
}
for (TSharedRef<IApplicationElement> Element : Elements)
{
if (Element->IsVisible())
{
if (TotalWaitTime > Timeout.Timespan)
{
return FDriverWaitResponse::Failed();
}
return FDriverWaitResponse::Wait(Interval.Timespan);
}
}
return FDriverWaitResponse::Passed();
});
}
FDriverWaitDelegate Until::ElementIsInteractable(const TSharedRef<IElementLocator, ESPMode::ThreadSafe>& ElementLocator, FWaitTimeout Timeout)
{
return Until::ElementIsInteractable(ElementLocator, FWaitInterval::InSeconds(1.0), Timeout);
}
FDriverWaitDelegate Until::ElementIsInteractable(const TSharedRef<IElementLocator, ESPMode::ThreadSafe>& ElementLocator, FWaitInterval Interval, FWaitTimeout Timeout)
{
return Until::Lambda([ElementLocator, Interval, Timeout](const FTimespan& TotalWaitTime) {
check(IsInGameThread());
TArray<TSharedRef<IApplicationElement>> Elements;
ElementLocator->Locate(Elements);
if (Elements.Num() == 0)
{
if (TotalWaitTime > Timeout.Timespan)
{
return FDriverWaitResponse::Failed();
}
return FDriverWaitResponse::Wait(Interval.Timespan);
}
for (TSharedRef<IApplicationElement> Element : Elements)
{
if (!Element->IsVisible() || !Element->IsInteractable())
{
if (TotalWaitTime > Timeout.Timespan)
{
return FDriverWaitResponse::Failed();
}
return FDriverWaitResponse::Wait(Interval.Timespan);
}
}
return FDriverWaitResponse::Passed();
});
}
FDriverWaitDelegate Until::ElementIsScrolledToBeginning(const TSharedRef<IElementLocator, ESPMode::ThreadSafe>& ElementLocator, FWaitTimeout Timeout)
{
return Until::ElementIsScrolledToBeginning(ElementLocator, FWaitInterval::InSeconds(1.0), Timeout);
}
FDriverWaitDelegate Until::ElementIsScrolledToBeginning(const TSharedRef<IElementLocator, ESPMode::ThreadSafe>& ElementLocator, FWaitInterval Interval, FWaitTimeout Timeout)
{
return Until::Lambda([ElementLocator, Interval, Timeout](const FTimespan& TotalWaitTime) {
check(IsInGameThread());
TArray<TSharedRef<IApplicationElement>> Elements;
ElementLocator->Locate(Elements);
if (Elements.Num() == 0)
{
if (TotalWaitTime > Timeout.Timespan)
{
return FDriverWaitResponse::Failed();
}
return FDriverWaitResponse::Wait(Interval.Timespan);
}
for (TSharedRef<IApplicationElement> Element : Elements)
{
if (!Element->IsScrolledToBeginning())
{
if (TotalWaitTime > Timeout.Timespan)
{
return FDriverWaitResponse::Failed();
}
return FDriverWaitResponse::Wait(Interval.Timespan);
}
}
return FDriverWaitResponse::Passed();
});
}
FDriverWaitDelegate Until::ElementIsScrolledToEnd(const TSharedRef<IElementLocator, ESPMode::ThreadSafe>& ElementLocator, FWaitTimeout Timeout)
{
return Until::ElementIsScrolledToEnd(ElementLocator, FWaitInterval::InSeconds(1.0), Timeout);
}
FDriverWaitDelegate Until::ElementIsScrolledToEnd(const TSharedRef<IElementLocator, ESPMode::ThreadSafe>& ElementLocator, FWaitInterval Interval, FWaitTimeout Timeout)
{
return Until::Lambda([ElementLocator, Interval, Timeout](const FTimespan& TotalWaitTime) {
check(IsInGameThread());
TArray<TSharedRef<IApplicationElement>> Elements;
ElementLocator->Locate(Elements);
if (Elements.Num() == 0)
{
if (TotalWaitTime > Timeout.Timespan)
{
return FDriverWaitResponse::Failed();
}
return FDriverWaitResponse::Wait(Interval.Timespan);
}
for (TSharedRef<IApplicationElement> Element : Elements)
{
if (!Element->IsScrolledToEnd())
{
if (TotalWaitTime > Timeout.Timespan)
{
return FDriverWaitResponse::Failed();
}
return FDriverWaitResponse::Wait(Interval.Timespan);
}
}
return FDriverWaitResponse::Passed();
});
}
FDriverWaitDelegate Until::ElementIsFocusedByKeyboard(const TSharedRef<IElementLocator, ESPMode::ThreadSafe>& ElementLocator,
FWaitTimeout Timeout)
{
return Until::ElementIsFocusedByKeyboard(ElementLocator, FWaitInterval::InSeconds(1.0), Timeout);
}
FDriverWaitDelegate Until::ElementIsFocusedByKeyboard(const TSharedRef<IElementLocator, ESPMode::ThreadSafe>& ElementLocator,
FWaitInterval Interval, FWaitTimeout Timeout)
{
return Until::Condition([ElementLocator]()
{
check(IsInGameThread());
TArray<TSharedRef<IApplicationElement>> Elements;
ElementLocator->Locate(Elements);
for (const TSharedRef<IApplicationElement>& Element : Elements)
{
if (Element->IsFocused())
{
return true;
}
}
return false;
}, Interval, Timeout);
}
FDriverWaitDelegate Until::ElementIsFocusedByUser(uint32 UserIndex,
const TSharedRef<IElementLocator, ESPMode::ThreadSafe>& ElementLocator, FWaitTimeout Timeout)
{
return Until::ElementIsFocusedByUser(UserIndex, ElementLocator, FWaitInterval::InSeconds(1.0), Timeout);
}
FDriverWaitDelegate Until::ElementIsFocusedByUser(uint32 UserIndex,
const TSharedRef<IElementLocator, ESPMode::ThreadSafe>& ElementLocator, FWaitInterval Interval, FWaitTimeout Timeout)
{
return Until::Condition([ElementLocator, UserIndex]()
{
check(IsInGameThread());
TArray<TSharedRef<IApplicationElement>> Elements;
ElementLocator->Locate(Elements);
for (const TSharedRef<IApplicationElement>& Element : Elements)
{
if (Element->IsFocused(UserIndex))
{
return true;
}
}
return false;
}, Interval, Timeout);
}
FDriverWaitDelegate Until::Condition(const TFunction<bool()>& Function, FWaitTimeout Timeout)
{
return Until::Condition(FDriverWaitConditionDelegate::CreateLambda(Function), Timeout);
}
FDriverWaitDelegate Until::Condition(const TFunction<bool()>& Function, FWaitInterval Interval, FWaitTimeout Timeout)
{
return Until::Condition(FDriverWaitConditionDelegate::CreateLambda(Function), Interval, Timeout);
}
FDriverWaitDelegate Until::Condition(const FDriverWaitConditionDelegate& Delegate, FWaitTimeout Timeout)
{
return Until::Condition(Delegate, FWaitInterval::InSeconds(1.0), Timeout);
}
FDriverWaitDelegate Until::Condition(const FDriverWaitConditionDelegate& Delegate, FWaitInterval Interval, FWaitTimeout Timeout)
{
return FDriverWaitDelegate::CreateLambda([Delegate, Interval, Timeout](const FTimespan& TotalWaitTime) {
check(IsInGameThread());
if (!Delegate.IsBound())
{
return FDriverWaitResponse::Failed();
}
if (!Delegate.Execute())
{
if (TotalWaitTime > Timeout.Timespan)
{
return FDriverWaitResponse::Failed();
}
return FDriverWaitResponse::Wait(Interval.Timespan);
}
return FDriverWaitResponse::Passed();
});
}
FDriverWaitDelegate Until::Lambda(const TFunction<FDriverWaitResponse(const FTimespan&)>& Value)
{
return FDriverWaitDelegate::CreateLambda(Value);
}