Files
UnrealEngineUWP/Engine/Plugins/Experimental/SampleToolsEditorMode/Source/Public/SampleToolsEditorMode.h
brooke hubert e85ae49f14 The EditorToolsContext is now owned by the mode manager.
Updated Mesh Paint, geometry, arch gen, hair lab, and sample editor modes to reflect changes to the tools context ownership.

#Jira UE-96448
#rb lauren.barnes michael.daum
#fyi ryan.schmidt simon.barsky jack.greasley
#review-14189762
#review-14189796
#review-14189767
#review-14189774
#review-14189785

[CL 14247116 by brooke hubert in ue5-main branch]
2020-09-02 15:43:58 -04:00

42 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Tools/UEdMode.h"
#include "SampleToolsEditorMode.generated.h"
class IAssetGenerationAPI;
/**
* This class provides an example of how to extend a UEdMode to add some simple tools
* using the InteractiveTools framework. The various UEdMode input event handlers (see UEdMode.h)
* forward events to a UEdModeInteractiveToolsContext instance, which
* has all the logic for interacting with the InputRouter, ToolManager, etc.
* The functions provided here are the minimum to get started inserting some custom behavior.
* Take a look at the UEdMode markup for more extensibility options.
*/
UCLASS()
class USampleToolsEditorMode : public UEdMode
{
GENERATED_BODY()
public:
const static FEditorModeID EM_SampleToolsEditorModeId;
USampleToolsEditorMode();
virtual ~USampleToolsEditorMode();
////////////////
// UEdMode interface
virtual void Enter() override;
virtual void ActorSelectionChangeNotify() override;
virtual void CreateToolkit() override;
virtual TMap<FName, TArray<TSharedPtr<FUICommandInfo>>> GetModeCommands() const override;
//////////////////
// End of UEdMode interface
//////////////////
};