Files
UnrealEngineUWP/Engine/Source/Editor/LevelEditor/Public/ILevelEditor.h
matt kuhlenschmidt dd5311267c Expose a way to set the root object customization on actor details panels from outside the level editor
#ROBOMERGE-SOURCE: CL 11445811 via CL 11445813 via CL 11445818
#ROBOMERGE-BOT: (v654-11333218)

[CL 11445820 by matt kuhlenschmidt in Main branch]
2020-02-14 13:12:47 -05:00

73 lines
2.8 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Input/Reply.h"
#include "Widgets/SWidget.h"
#include "Widgets/SCompoundWidget.h"
#include "Editor/UnrealEdTypes.h"
#include "Framework/Docking/TabManager.h"
#include "Framework/Commands/UICommandList.h"
#include "AssetThumbnail.h"
#include "Toolkits/IToolkitHost.h"
class FDetailsViewObjectFilter;
class IDetailRootObjectCustomization;
class ISceneOutliner;
class IAssetViewport;
class SLevelViewport;
/**
* Public interface to SLevelEditor
*/
class ILevelEditor : public SCompoundWidget, public IToolkitHost
{
public:
/** Summons a context menu for this level editor at the mouse cursor's location */
virtual void SummonLevelViewportContextMenu() = 0;
/** Summons a context menu for view options */
virtual void SummonLevelViewportViewOptionMenu(ELevelViewportType ViewOption) = 0;
/** Returns a list of all of the toolkits that are currently hosted by this toolkit host */
virtual const TArray< TSharedPtr< IToolkit > >& GetHostedToolkits() const = 0;
/** Gets an array of all viewports in this level editor */
virtual TArray< TSharedPtr< IAssetViewport > > GetViewports() const = 0;
/** Gets the active level viewport for this level editor */
virtual TSharedPtr<IAssetViewport> GetActiveViewportInterface() = 0;
/** Get the thumbnail pool used by this level editor */
virtual TSharedPtr< class FAssetThumbnailPool > GetThumbnailPool() const = 0;
/** Access the level editor's action command list */
virtual const TSharedPtr< FUICommandList >& GetLevelEditorActions() const = 0;
/** Called to process a key down event in a viewport when in immersive mode */
virtual FReply OnKeyDownInViewport( const FGeometry& MyGeometry, const FKeyEvent& InKeyEvent ) = 0;
/** Append commands to the command list for the level editor */
virtual void AppendCommands( const TSharedRef<FUICommandList>& InCommandsToAppend ) = 0;
/** After spawning a new level viewport outside of the editor's tab system, this function must be called so that
the editor can keep track of that viewport */
virtual void AddStandaloneLevelViewport( const TSharedRef<SLevelViewport>& LevelViewport ) = 0;
/** Spawns an Actor Details widget */
virtual TSharedRef<SWidget> CreateActorDetails( const FName TabIdentifier ) = 0;
/** Set the filter that should be used to determine the set of objects that should be shown in a details panel when an actor in the level editor is selected */
virtual void SetActorDetailsRootCustomization(TSharedPtr<FDetailsViewObjectFilter> ActorDetailsObjectFilter, TSharedPtr<IDetailRootObjectCustomization> ActorDetailsRootCustomization) = 0;
/** Spawns a level editor ToolBox widget (aka. "Modes") */
virtual TSharedRef<SWidget> CreateToolBox() = 0;
virtual TSharedPtr<ISceneOutliner> GetSceneOutliner() const = 0;
};