Files
UnrealEngineUWP/Engine/Source/Editor/AnimationBlueprintEditor/Private/AnimationBlueprintEditorModule.h
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

56 lines
2.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Toolkits/IToolkitHost.h"
#include "Toolkits/AssetEditorToolkit.h"
#include "IAnimationBlueprintEditorModule.h"
struct FAnimationGraphNodeFactory;
struct FAnimationGraphPinFactory;
struct FAnimationGraphPinConnectionFactory;
/**
* Animation Blueprint Editor module allows editing of Animation Blueprints
*/
class FAnimationBlueprintEditorModule : public IAnimationBlueprintEditorModule
{
public:
/**
* Called right after the module's DLL has been loaded and the module object has been created
*/
virtual void StartupModule();
/**
* Called before the module is unloaded, right before the module object is destroyed.
*/
virtual void ShutdownModule();
/** IAnimationBlueprintEditorModule interface */
virtual TSharedRef<class IAnimationBlueprintEditor> CreateAnimationBlueprintEditor(const EToolkitMode::Type Mode, const TSharedPtr< class IToolkitHost >& InitToolkitHost, class UAnimBlueprint* Blueprint) override;
virtual TArray<FAnimationBlueprintEditorToolbarExtender>& GetAllAnimationBlueprintEditorToolbarExtenders() { return AnimationBlueprintEditorToolbarExtenders; }
/** Gets the extensibility managers for outside entities to extend this editor's menus and toolbars */
virtual TSharedPtr<FExtensibilityManager> GetMenuExtensibilityManager() override { return MenuExtensibilityManager; }
virtual TSharedPtr<FExtensibilityManager> GetToolBarExtensibilityManager() override { return ToolBarExtensibilityManager; }
virtual FOnGetCustomDebugObjects& OnGetCustomDebugObjects() override { return OnGetCustomDebugObjectsDelegate; }
private:
/** When a new AnimBlueprint is created, this will handle post creation work such as adding non-event default nodes */
void OnNewBlueprintCreated(class UBlueprint* InBlueprint);
private:
TSharedPtr<class FExtensibilityManager> MenuExtensibilityManager;
TSharedPtr<class FExtensibilityManager> ToolBarExtensibilityManager;
TArray<FAnimationBlueprintEditorToolbarExtender> AnimationBlueprintEditorToolbarExtenders;
TSharedPtr<FAnimationGraphNodeFactory> AnimGraphNodeFactory;
TSharedPtr<FAnimationGraphPinFactory> AnimGraphPinFactory;
TSharedPtr<FAnimationGraphPinConnectionFactory> AnimGraphPinConnectionFactory;
FOnGetCustomDebugObjects OnGetCustomDebugObjectsDelegate;
};