Files
UnrealEngineUWP/Engine/Source/Editor/AnimationModifiers/Private/AnimationModifiersTabSummoner.h
ben marsh 2b46ba7b94 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 4662404 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4662413 by ben marsh in Dev-Networking branch]
2018-12-14 13:44:01 -05:00

43 lines
1.5 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "EditorStyleSet.h"
#include "SAnimationModifiersTab.h"
#include "WorkflowOrientedApp/WorkflowTabFactory.h"
#define LOCTEXT_NAMESPACE "AnimationModifiersModule"
/** Tab summoner which creates the Animation modifiers tab inside of the animation and skeleton editor */
struct FAnimationModifiersTabSummoner : public FWorkflowTabFactory
{
public:
/** Tab ID name */
static const FName AnimationModifiersName;
FAnimationModifiersTabSummoner(TSharedPtr<class FAssetEditorToolkit> InHostingApp)
: FWorkflowTabFactory(AnimationModifiersName, InHostingApp)
{
TabLabel = LOCTEXT("AnimationModifiersTabLabel", "Animation Data Modifiers");
TabIcon = FSlateIcon(FEditorStyle::GetStyleSetName(), "ClassIcon.AnimationModifier");
}
virtual TSharedRef<SWidget> CreateTabBody(const FWorkflowTabSpawnInfo& Info) const override
{
return SNew(SAnimationModifiersTab).InHostingApp(HostingApp);
}
virtual FText GetTabToolTipText(const FWorkflowTabSpawnInfo& Info) const override
{
return LOCTEXT("AnimationModifiersTabToolTip", "Tab for Managing Animation Modifier Blueprints");
}
static TSharedPtr<FWorkflowTabFactory> CreateFactory(TSharedPtr<FAssetEditorToolkit> InAssetEditor)
{
return MakeShareable(new FAnimationModifiersTabSummoner(InAssetEditor));
}
};
const FName FAnimationModifiersTabSummoner::AnimationModifiersName = TEXT("AnimationModifiers");
#undef LOCTEXT_NAMESPACE // AnimationModifiersModule