Files
UnrealEngineUWP/Engine/Source/Editor/DataTableEditor/Public/DataTableEditorModule.h
Ben Marsh 7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00

49 lines
1.8 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Toolkits/IToolkitHost.h"
#include "Modules/ModuleInterface.h"
#include "Toolkits/AssetEditorToolkit.h"
class IDataTableEditor;
class UDataTable;
/** DataTable Editor module */
class FDataTableEditorModule : public IModuleInterface,
public IHasMenuExtensibility
{
public:
// IModuleInterface
virtual void StartupModule() override;
virtual void ShutdownModule() override;
/**
* Creates an instance of table editor object. Only virtual so that it can be called across the DLL boundary.
*
* @param Mode Mode that this editor should operate in
* @param InitToolkitHost When Mode is WorldCentric, this is the level editor instance to spawn this editor within
* @param Table The table to start editing
*
* @return Interface to the new table editor
*/
virtual TSharedRef<IDataTableEditor> CreateDataTableEditor( const EToolkitMode::Type Mode, const TSharedPtr< class IToolkitHost >& InitToolkitHost, UDataTable* Table );
/** Gets the extensibility managers for outside entities to extend static mesh editor's menus and toolbars */
virtual TSharedPtr<FExtensibilityManager> GetMenuExtensibilityManager() override {return MenuExtensibilityManager;}
/** DataTable Editor app identifier string */
static const FName DataTableEditorAppIdentifier;
private:
TSharedRef<IDataTableEditor> CreateStandardDataTableEditor(const EToolkitMode::Type Mode, const TSharedPtr< class IToolkitHost >& InitToolkitHost, UDataTable* Table);
TSharedRef<IDataTableEditor> CreateCompositeDataTableEditor(const EToolkitMode::Type Mode, const TSharedPtr< class IToolkitHost >& InitToolkitHost, UDataTable* Table);
TSharedPtr<FExtensibilityManager> MenuExtensibilityManager;
};