triWaitFrames — pump N render frames (clear + present). Keeps the window alive and advances the GPU pipeline without re-entering the script system. Returns "OK: ".
| 1595 | { |
| 1596 | IControl* ctrl = display->GetCtrl(idc); |
| 1597 | if (!ctrl || !ctrl->IsVisible()) |
| 1598 | continue; |
| 1599 | std::string text = UITestEngine::GetControlText(ctrl); |
| 1600 | if (text.empty()) |
| 1601 | continue; |
| 1602 | if (!out.empty()) |
| 1603 | out += "|"; |
| 1604 | out += text; |
| 1605 | } |
| 1606 | return GameValue(out.c_str()); |
| 1607 | } |
| 1608 | |
| 1609 | /// triMpSetupMessage - return DisplayMultiplayerSetup's immediate-mode wait text. |
| 1610 | GameValue TriMpSetupMessage(const GameState* state) |
| 1611 | { |
| 1612 | auto* display = GetActiveDisplayForSQF(); |
| 1613 | auto* setup = dynamic_cast<DisplayMultiplayerSetup*>(display); |
| 1614 | if (!setup) |
| 1615 | { |
| 1616 | return GameValue(""); |
| 1617 | } |
| 1618 | return GameValue((const char*)setup->GetMessageForTest()); |
| 1619 | } |
| 1620 | |
| 1621 | /// triMpTransferOverlayShows - return how many times the current multiplayer |
| 1622 | /// setup entered the mission-transfer overlay. |
| 1623 | GameValue TriMpTransferOverlayShows(const GameState* /*state*/) |
| 1624 | { |
| 1625 | for (ControlsContainer* display = GetActiveDisplayForSQF(); display; display = display->Parent()) |
| 1626 | { |
| 1627 | auto* setup = dynamic_cast<DisplayMultiplayerSetup*>(display); |
| 1628 | if (setup) |
| 1629 | { |
nothing calls this directly
no test coverage detected