// 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" ); } /** * Launch a tutorial with the specified asset. * * @param TutorialAssetName The name of the tutorial asset. */ virtual void LaunchTutorial(const FString& TutorialAssetName) = 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 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; };