Files
UnrealEngineUWP/Engine/Source/Editor/PhysicsAssetEditor/Private/PhysicsAssetGraph/PhysicsAssetGraphSummoner.cpp
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

41 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PhysicsAssetGraphSummoner.h"
#include "IDocumentation.h"
#include "PhysicsAssetEditor.h"
#include "SPhysicsAssetGraph.h"
#include "PhysicsEngine/PhysicsAsset.h"
#include "EditorStyleSet.h"
#define LOCTEXT_NAMESPACE "PhysicsAssetGraphSummoner"
FPhysicsAssetGraphSummoner::FPhysicsAssetGraphSummoner(TSharedPtr<FAssetEditorToolkit> InHostingApp, UPhysicsAsset* InPhysicsAsset, const TSharedRef<IEditableSkeleton>& InEditableSkeleton, FOnPhysicsAssetGraphCreated InOnPhysicsAssetGraphCreated, FOnGraphObjectsSelected InOnGraphObjectsSelected)
: FWorkflowTabFactory("PhysicsAssetGraphView", InHostingApp)
, PhysicsAssetPtr(InPhysicsAsset)
, EditableSkeletonPtr(InEditableSkeleton)
, OnPhysicsAssetGraphCreated(InOnPhysicsAssetGraphCreated)
, OnGraphObjectsSelected(InOnGraphObjectsSelected)
{
TabLabel = LOCTEXT("PhysicsAssetGraphTabTitle", "Graph");
TabIcon = FSlateIcon(FEditorStyle::GetStyleSetName(), "PhysicsAssetEditor.Tabs.Graph");
EnableTabPadding();
bIsSingleton = true;
ViewMenuDescription = LOCTEXT("PhysicsAssetGraphView", "Graph");
ViewMenuTooltip = LOCTEXT("PhysicsAssetGraphView_ToolTip", "Shows the PhysicsAsset graph");
}
TSharedPtr<SToolTip> FPhysicsAssetGraphSummoner::CreateTabToolTipWidget(const FWorkflowTabSpawnInfo& Info) const
{
return IDocumentation::Get()->CreateToolTip(LOCTEXT("PhysicsAssetGraphTooltip", "The Physics Asset Graph tab lets you see and select bodies and constraints in the Physics Asset."), NULL, TEXT("Shared/Editors/PhysicsAssetEditor"), TEXT("PhysicsAssetGraph_Window"));
}
TSharedRef<SWidget> FPhysicsAssetGraphSummoner::CreateTabBody(const FWorkflowTabSpawnInfo& Info) const
{
TSharedRef<SPhysicsAssetGraph> PhysicsAssetGraph = SNew(SPhysicsAssetGraph, StaticCastSharedPtr<FPhysicsAssetEditor>(HostingApp.Pin()).ToSharedRef(), PhysicsAssetPtr.Get(), EditableSkeletonPtr.Pin().ToSharedRef(), OnGraphObjectsSelected);
OnPhysicsAssetGraphCreated.ExecuteIfBound(PhysicsAssetGraph);
return PhysicsAssetGraph;
}
#undef LOCTEXT_NAMESPACE