Files
UnrealEngineUWP/Engine/Plugins/Experimental/SampleToolsEditorMode/Source/Public/SampleToolsEditorModeToolkit.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

29 lines
847 B
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Toolkits/BaseToolkit.h"
#include "InteractiveTool.h"
#include "SampleToolsEditorMode.h"
class IDetailsView;
/**
* This FModeToolkit just creates a basic UI panel that allows various InteractiveTools to
* be initialized, and a DetailsView used to show properties of the active Tool.
*/
class FSampleToolsEditorModeToolkit : public FModeToolkit
{
public:
FSampleToolsEditorModeToolkit();
// FModeToolkit interface
virtual void Init(const TSharedPtr<IToolkitHost>& InitToolkitHost, TWeakObjectPtr<UEdMode> InOwningMode) override;
virtual void GetToolPaletteNames(TArray<FName>& PaletteNames) const override;
// IToolkit interface
virtual FName GetToolkitFName() const override;
virtual FText GetBaseToolkitName() const override;
};