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UnrealEngineUWP/Engine/Source/Editor/IntroTutorials/Public/IIntroTutorials.h

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