Files
UnrealEngineUWP/Engine/Source/Editor/PhysicsAssetEditor/Private/PhysicsAssetGraph/PhysicsAssetGraphSummoner.cpp
bryan sefcik b93a6cf7ed Pass 1 on editor include fixes:
Removed redundant private include paths from build.cs files.
Fixed include paths to be relative to the private or public folders.
Hid or removed includes that reached into other private module folders.
Updated PublicInclude paths when necessary.

#jira
#preflight 631e283bec5b0c765fc0ffdb

[CL 21960084 by bryan sefcik in ue5-main branch]
2022-09-11 18:33:06 -04:00

42 lines
2.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "PhysicsAssetGraph/PhysicsAssetGraphSummoner.h"
#include "IDocumentation.h"
#include "PhysicsAssetEditor.h"
#include "PhysicsAssetGraph/SPhysicsAssetGraph.h"
#include "PhysicsEngine/PhysicsAsset.h"
#include "Styling/AppStyle.h"
#define LOCTEXT_NAMESPACE "PhysicsAssetGraphSummoner"
FPhysicsAssetGraphSummoner::FPhysicsAssetGraphSummoner(TSharedPtr<FAssetEditorToolkit> InHostingApp, UPhysicsAsset* InPhysicsAsset, const TSharedRef<IEditableSkeleton>& InEditableSkeleton, FOnPhysicsAssetGraphCreated InOnPhysicsAssetGraphCreated, FOnGraphObjectsSelected InOnGraphObjectsSelected)
: FWorkflowTabFactory("PhysicsAssetGraphView", InHostingApp)
, PhysicsAssetPtr(InPhysicsAsset)
, EditableSkeletonPtr(InEditableSkeleton)
, OnPhysicsAssetGraphCreated(InOnPhysicsAssetGraphCreated)
, OnGraphObjectsSelected(InOnGraphObjectsSelected)
{
TabLabel = LOCTEXT("PhysicsAssetGraphTabTitle", "Graph");
TabIcon = FSlateIcon(FAppStyle::GetAppStyleSetName(), "PhysicsAssetEditor.Tabs.Graph");
EnableTabPadding();
bIsSingleton = true;
ViewMenuDescription = LOCTEXT("PhysicsAssetGraphView", "Graph");
ViewMenuTooltip = LOCTEXT("PhysicsAssetGraphView_ToolTip", "Shows the PhysicsAsset graph");
}
TSharedPtr<SToolTip> FPhysicsAssetGraphSummoner::CreateTabToolTipWidget(const FWorkflowTabSpawnInfo& Info) const
{
return IDocumentation::Get()->CreateToolTip(LOCTEXT("PhysicsAssetGraphTooltip", "The Physics Asset Graph tab lets you see and select bodies and constraints in the Physics Asset."), NULL, TEXT("Shared/Editors/PhysicsAssetEditor"), TEXT("PhysicsAssetGraph_Window"));
}
TSharedRef<SWidget> FPhysicsAssetGraphSummoner::CreateTabBody(const FWorkflowTabSpawnInfo& Info) const
{
TSharedRef<SPhysicsAssetGraph> PhysicsAssetGraph = SNew(SPhysicsAssetGraph, StaticCastSharedPtr<FPhysicsAssetEditor>(HostingApp.Pin()).ToSharedRef(), PhysicsAssetPtr.Get(), EditableSkeletonPtr.Pin().ToSharedRef(), OnGraphObjectsSelected);
OnPhysicsAssetGraphCreated.ExecuteIfBound(PhysicsAssetGraph);
return PhysicsAssetGraph;
}
#undef LOCTEXT_NAMESPACE