Files
UnrealEngineUWP/Engine/Source/Editor/PhysicsAssetEditor/Public/PhysicsAssetEditorModule.h
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

35 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
#include "Toolkits/AssetEditorToolkit.h"
class UPhysicsAsset;
class IPhysicsAssetEditor;
DECLARE_LOG_CATEGORY_EXTERN(LogPhysicsAssetEditor, Log, All);
/** Delegate called when a physics asset editor is created */
DECLARE_MULTICAST_DELEGATE_OneParam(FOnPhysicsAssetEditorCreated, const TSharedRef<IPhysicsAssetEditor>& /*InPhysicsAssetEditor*/);
/*-----------------------------------------------------------------------------
IPhysicsAssetEditorModule
-----------------------------------------------------------------------------*/
class IPhysicsAssetEditorModule : public IModuleInterface,
public IHasMenuExtensibility, public IHasToolBarExtensibility
{
public:
/** Creates a new PhysicsAssetEditor instance */
virtual TSharedRef<IPhysicsAssetEditor> CreatePhysicsAssetEditor(const EToolkitMode::Type Mode, const TSharedPtr< IToolkitHost >& InitToolkitHost, UPhysicsAsset* PhysicsAsset) = 0;
/** Delegate called when a physics asset editor is created */
virtual FOnPhysicsAssetEditorCreated& OnPhysicsAssetEditorCreated() = 0;
/** Opens a "New Asset/Body" modal dialog window */
virtual void OpenNewBodyDlg(EAppReturnType::Type* NewBodyResponse) = 0;
};