// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Widgets/SWidget.h" #include "Modules/ModuleInterface.h" #include "Modules/ModuleManager.h" class SWindow; class UEditorTutorial; struct FTutorialCategory; /** * 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() { static const FName ModuleName = "IntroTutorials"; return FModuleManager::LoadModuleChecked< IIntroTutorials >( ModuleName ); } /** * 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() { static const FName ModuleName = "IntroTutorials"; return FModuleManager::Get().IsModuleLoaded( ModuleName ); } /** * Launch a tutorial with the specified asset. * * @param TutorialAssetName The name of the tutorial asset. */ virtual void LaunchTutorial(const FString& TutorialAssetName, TSharedPtr InNavigationWindow = nullptr ) = 0; //Parameter for LaunchTutorial function enum ETutorialStartType { //Default start type, picks up where user left off if appropriate TST_CONTINUE, //Restart and clear progress TST_RESTART, //Start at the last stage of the tutorial, used when backing up to a previous tutorial TST_LASTSTAGE }; /** * 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, IIntroTutorials::ETutorialStartType InStartType = TST_RESTART, TWeakPtr 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 CreateTutorialsWidget(FName InContext, TWeakPtr InContextWindow = nullptr) const = 0; /** * Create a widget that shows a "loading" visual while waiting for tutorials to load. * @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 TSharedPtr CreateTutorialsLoadingWidget(TWeakPtr InContextWindow = nullptr) const = 0; /** * Register a new category with the tutorial browser. Categories are automatically created when tutorial blueprints are discovered, * but this will allow you to apply some customization for tutorial categories defined by plugins * @param InTutorialCategory The new category */ virtual void RegisterCategory(FTutorialCategory NewCategory) = 0; };