95 lines
2.9 KiB
C++
95 lines
2.9 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 "FunctionalTest.h"
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#include "AutomationScreenshotOptions.h"
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#include "Misc/AutomationTest.h"
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#include "ScreenshotFunctionalTestBase.generated.h"
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#define UE_API FUNCTIONALTESTING_API
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DEFINE_LOG_CATEGORY_STATIC(LogScreenshotFunctionalTest, Log, Log)
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class FAutomationTestScreenshotEnvSetup;
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/**
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* Base class for screenshot functional test
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*/
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UCLASS(MinimalAPI, Blueprintable, abstract)
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class AScreenshotFunctionalTestBase : public AFunctionalTest
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{
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GENERATED_BODY()
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public:
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UE_API AScreenshotFunctionalTestBase(const FObjectInitializer& ObjectInitializer);
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#if WITH_EDITOR
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UE_API virtual bool CanEditChange(const FProperty* InProperty) const override;
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UE_API virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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#endif
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UE_API virtual void Serialize(FArchive& Ar) override;
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UE_API virtual void FinishTest(EFunctionalTestResult TestResult, const FString& Message) override;
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protected:
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// Set player view target to screenshot camera and call PrepareForScreenshot
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UE_API virtual void PrepareTest() override;
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// Handle screenshot delay
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UE_API virtual bool IsReady_Implementation() override;
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// Register OnScreenshotTakenAndCompared and call RequestScreenshot
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UE_API virtual void StartTest() override;
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// Call RestoreViewport and finish this test
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UE_API virtual void OnScreenshotTakenAndCompared();
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// Resize viewport to screenshot size (if possible) and set up screenshot environment (disable AA, etc.)
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UE_API void PrepareForScreenshot();
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// Doesn't actually request in base class. It simply register OnScreenshotCaptured
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UE_API virtual void RequestScreenshot();
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// Pass screenshot pixels and meta data to FAutomationTestFramework. Register
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// OnComparisonComplete which will be called the automation test system when
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// screenshot comparison is complete
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UE_API virtual void OnScreenShotCaptured(int32 InSizeX, int32 InSizeY, const TArray<FColor>& InImageData);
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// Do some logging and trigger OnScreenshotTakenAndCompared
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UE_API void OnComparisonComplete(const FAutomationScreenshotCompareResults& CompareResults);
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// Restore viewport size and original environment settings
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UE_API void RestoreViewSettings();
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UE_API virtual void OnTimeout() override;
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protected:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Screenshot", meta = (MultiLine = "true"))
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FString Notes;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Screenshot")
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TObjectPtr<class UCameraComponent> ScreenshotCamera;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Screenshot", SimpleDisplay)
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FAutomationScreenshotOptions ScreenshotOptions;
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FIntPoint ViewportRestoreSize;
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#if WITH_AUTOMATION_TESTS
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TSharedPtr<FAutomationTestScreenshotEnvSetup> ScreenshotEnvSetup;
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#endif
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private:
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bool bNeedsViewSettingsRestore;
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bool bNeedsViewportRestore;
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bool bScreenshotCompleted;
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};
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#undef UE_API
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