Files
UnrealEngineUWP/Engine/Source/Editor/AnimationModifiers/Private/AnimationModifiersModule.h
bryan sefcik 0837230669 Ran IWYU again on half of the Engine/Source/Editor/... source files.
#jira

[CL 21716414 by bryan sefcik in ue5-main branch]
2022-08-30 23:03:03 -04:00

44 lines
1.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "IAnimationModifiersModule.h"
#include "Templates/SharedPointer.h"
#include "UObject/NameTypes.h"
#include "WorkflowOrientedApp/WorkflowCentricApplication.h"
class FApplicationMode;
class UAnimSequence;
class UFactory;
class UObject;
/** Animation modifiers module, handles injecting of the AnimationModifiersTab into animation and skeleton editor modes */
class FAnimationModifiersModule : public IAnimationModifiersModule
{
public:
/** Called right after the module DLL has been loaded and the module object has been created */
virtual void StartupModule() override;
/** Called before the module is unloaded, right before the module object is destroyed */
virtual void ShutdownModule() override;
/** Begin IAnimationModifiersModule overrides */
virtual void ShowAddAnimationModifierWindow(const TArray<UAnimSequence*>& InSequences) override;
virtual void ApplyAnimationModifiers(const TArray<UAnimSequence*>& InSequences, bool bForceApply = true) override;
/** End IAnimationModifiersModule overrides */
protected:
/** Callback for extending an application mode */
TSharedRef<FApplicationMode> ExtendApplicationMode(const FName ModeName, TSharedRef<FApplicationMode> InMode);
/** Weak list of application modes for which a tab factory was registered */
TArray<TWeakPtr<FApplicationMode>> RegisteredApplicationModes;
FWorkflowApplicationModeExtender Extender;
/** Callbacks used to add and apply default animation modifier classes */
void OnAssetPostImport(UFactory* ImportFactory, UObject* ImportedObject);
void OnAssetPostReimport(UObject* ReimportedObject);
};