2014-03-14 14:13:41 -04:00
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// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ModuleManager.h"
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2014-08-05 09:04:35 -04:00
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class UEditorTutorial;
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2014-03-14 14:13:41 -04:00
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/**
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* The public interface to this module. In most cases, this interface is only public to sibling modules
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* within this plugin.
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*/
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class IIntroTutorials : public IModuleInterface
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{
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public:
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/**
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* Singleton-like access to this module's interface. This is just for convenience!
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* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
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*
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* @return Returns singleton instance, loading the module on demand if needed
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*/
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static inline IIntroTutorials& Get()
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{
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return FModuleManager::LoadModuleChecked< IIntroTutorials >( "IntroTutorials" );
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}
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/**
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* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
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*
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* @return True if the module is loaded and ready to use
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*/
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static inline bool IsAvailable()
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{
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return FModuleManager::Get().IsModuleLoaded( "IntroTutorials" );
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}
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2014-06-24 21:29:38 -04:00
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/**
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* Adds a tutorial association for a type of asset (will be summoned the first time an asset editor is opened for the specified asset class)
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* @param AssetClass Asset type to register a tutorial for
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* @param TutorialDocPath The path to the tutorial doc (must be rooted in the Shared directory, e.g., "Shared/Tutorials/InPersonaAnimEditorTutorial")
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* @param TutorialHasBeenSeenSettingName The setting name to store whether this editor has been seen or not yet (stored in GEditorGameAgnosticIni in the [IntroTutorials] section)
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* @param SurveyGUIDString Text representation of a GUID, used to uniquely identify this tutorial if required for a survey.
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*/
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virtual void RegisterTutorialForAssetEditor(UClass* AssetClass, const FString& TutorialDocPath, const FString& TutorialHasBeenSeenSettingName, const FString& SurveyGUIDString)=0;
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/**
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* Removes the tutorial association for the specified class
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* @param AssetClass Asset type to unregister the tutorial from
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*/
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virtual void UnregisterTutorialForAssetEditor(UClass* AssetClass)=0;
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2014-08-05 09:04:35 -04:00
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/**
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* Launch a tutorial immediately, bypassing the tutorial browser.
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*
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* @param Tutorial The tutorial to launch
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* @param bRestart Whether to restart the tutorial or resume from where we left off last time.
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* @param InNavigationWindow Optional window to launch the tutorial from - this is where navigation will be displayed.
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*/
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2014-08-28 06:22:40 -04:00
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virtual void LaunchTutorial(UEditorTutorial* Tutorial, bool bRestart = true, TWeakPtr<SWindow> InNavigationWindow = nullptr, FSimpleDelegate OnTutorialClosed = FSimpleDelegate(), FSimpleDelegate OnTutorialExited = FSimpleDelegate()) = 0;
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/**
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* Close all tutorial content, including the browser.
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*/
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virtual void CloseAllTutorialContent() = 0;
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/**
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* Create a widget that allows access to the tutorial for the current context.
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* @param InContext The name of the context this widget is attached to (e.g. "LevelEditor")
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* @param InContextWindow The window that the context is attached to (e.g. the main window, or an asset editor tab)
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* @return a widget used to access context-sensitive tutorials
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*/
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virtual TSharedRef<SWidget> CreateTutorialsWidget(FName InContext, TWeakPtr<SWindow> InContextWindow) const = 0;
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2014-03-14 14:13:41 -04:00
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};
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