Files
UnrealEngineUWP/Engine/Source/Editor/LevelEditor/Private/SLevelEditorToolBox.h
semion piskarev 5268d458d2 Add ability to get status bar name from IToolkitHost interface. The mode UI layer classes now get their status bar name from their toolkit host.
#rb Lauren.Barnes, Rinat.Abdrashitov
#rnx
#jira none
#preflight 619c085f974d7d572675945b

#ROBOMERGE-AUTHOR: semion.piskarev
#ROBOMERGE-SOURCE: CL 18263637 in //UE5/Release-5.0/... via CL 18263645
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v895-18170469)

[CL 18263652 by semion piskarev in ue5-release-engine-test branch]
2021-11-22 16:50:41 -05:00

48 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Toolkits/AssetEditorModeUILayer.h"
#include "Textures/SlateIcon.h"
#include "Layout/Visibility.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Widgets/SCompoundWidget.h"
#include "Editor.h"
#include "ILevelEditor.h"
#include "Misc/NotifyHook.h"
#include "StatusBarSubsystem.h"
#include "Framework/Docking/LayoutExtender.h"
#include "Framework/Docking/TabManager.h"
#include "SLevelEditorToolBox.generated.h"
class FExtender;
class SBorder;
class IToolkit;
class SDockTab;
class ILevelEditor;
UCLASS()
class ULevelEditorUISubsystem : public UAssetEditorUISubsystem
{
GENERATED_BODY()
public:
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
virtual void Deinitialize() override;
virtual void RegisterLayoutExtensions(FLayoutExtender& Extender) override;
};
class FLevelEditorModeUILayer : public FAssetEditorModeUILayer
{
public:
FLevelEditorModeUILayer(const IToolkitHost* InToolkitHost);
FLevelEditorModeUILayer() {};
virtual void OnToolkitHostingStarted(const TSharedRef<IToolkit>& Toolkit) override;
virtual void OnToolkitHostingFinished(const TSharedRef<IToolkit>& Toolkit) override;
virtual TSharedPtr<FWorkspaceItem> GetModeMenuCategory() const override;
};