Files
UnrealEngineUWP/Engine/Source/Editor/AnimationModifiers/Private/AnimationModifiersModule.h
lina halper 76003579dd Copying //UE4/Dev-Anim to Main (//UE4/Main)
[FYI] Laurent.Delayen, Thomas.Sarkanen
#rb: none
#lockdown thomas.sarkanen

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: lina.halper
#ROBOMERGE-SOURCE: CL 4715449 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4715461 by lina halper in Dev-Networking branch]
2019-01-11 22:36:30 -05:00

34 lines
1.3 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "IAnimationModifiersModule.h"
#include "WorkflowOrientedApp/ApplicationMode.h"
#include "WorkflowOrientedApp/WorkflowCentricApplication.h"
#include "WorkflowOrientedApp/WorkflowTabFactory.h"
/** 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;
/** 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;
};