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- Add FScopedActorEditorContextFromActor which pushes a new context based on the provided actor (will be used in next Foliage CL) - Implemented through IActorEditorContextClient(s) with EActorEditorContextAction::InitializeContextFromActor - Remove Adding of DataLayers in ActorPartitionSubsystem as this will be done by the DataLayerEditorSubsystem through the active editor context - Properly support ContextBundles in ActorPartitionSubsystem to generate unique name - Cleanup APartitionActor naming API + Labels #rb richard.malo #rnx [CL 27309490 by patrick enfedaque in ue5-main branch]
40 lines
1.1 KiB
C++
40 lines
1.1 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "Widgets/SWidget.h"
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/**
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* Public interface for Actor Editor Context Clients
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*/
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DECLARE_MULTICAST_DELEGATE_OneParam(FOnActorEditorContextClientChanged, struct IActorEditorContextClient*);
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class UWorld;
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class AActor;
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struct FActorEditorContextClientDisplayInfo
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{
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FActorEditorContextClientDisplayInfo() : Brush(nullptr) {}
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FString Title;
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const FSlateBrush* Brush;
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};
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enum class EActorEditorContextAction
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{
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ApplyContext,
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ResetContext,
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PushContext,
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PopContext,
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InitializeContextFromActor,
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};
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struct IActorEditorContextClient
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{
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virtual void OnExecuteActorEditorContextAction(UWorld* InWorld, const EActorEditorContextAction& InType, AActor* InActor = nullptr) = 0;
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virtual bool GetActorEditorContextDisplayInfo(UWorld* InWorld, FActorEditorContextClientDisplayInfo& OutDiplayInfo) const = 0;
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virtual bool CanResetContext(UWorld* InWorld) const = 0;
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virtual TSharedRef<SWidget> GetActorEditorContextWidget(UWorld* InWorld) const = 0;
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virtual FOnActorEditorContextClientChanged& GetOnActorEditorContextClientChanged() = 0;
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}; |