You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#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]
45 lines
1.1 KiB
C++
45 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
#pragma once
|
|
|
|
#include "CoreMinimal.h"
|
|
#include "Modules/ModuleInterface.h"
|
|
#include "Modules/ModuleManager.h"
|
|
|
|
DEFINE_LOG_CATEGORY_STATIC(LogToolMenusEditor, Log, All);
|
|
|
|
class IToolMenusEditorModule : public IModuleInterface
|
|
{
|
|
public:
|
|
|
|
/**
|
|
* Retrieve the module instance.
|
|
*/
|
|
static inline IToolMenusEditorModule& Get()
|
|
{
|
|
return FModuleManager::LoadModuleChecked<IToolMenusEditorModule>("ToolMenusEditor");
|
|
}
|
|
|
|
/**
|
|
* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
|
|
*
|
|
* @return True if the module is loaded and ready to use
|
|
*/
|
|
static inline bool IsAvailable()
|
|
{
|
|
return FModuleManager::Get().IsModuleLoaded("ToolMenusEditor");
|
|
}
|
|
|
|
/**
|
|
* Open editor for the given ToolMenu
|
|
*
|
|
* @param ToolMenu The menu top edit
|
|
*/
|
|
virtual void OpenEditToolMenuDialog(class UToolMenu* ToolMenu) const = 0;
|
|
|
|
/**
|
|
* Adds menu entry to toggle adding an entry to each menu and toolbar to open a menu editor
|
|
*/
|
|
virtual void RegisterShowEditMenusModeCheckbox() const = 0;
|
|
};
|
|
|