Files
UnrealEngineUWP/Engine/Source/Developer/AssetTools/Public/AssetToolsModule.h
Ben Marsh 8c040f96f4 [INTEGRATE] Change 2418630 by Jamie.Dale@Pitbull_JDaleReleases on 2015/01/26 10:50:03
Added the concept of "ClassTypeActions" for class asset types (C++ classes and Blueprints)

	UE-7970 - Add small 'play' button to EditorTutorial asset thumbnail

	Class asset types (C++ classes and Blueprints) are now able to provide actions that should be performed based upon the type of class the asset contains, rather than the asset class itself (which is always "Class" or "Blueprint").

	This will allow the editor tutorials to provide class type actions for Blueprints that derive from "EditorTutorial" without requiring this information to be put into the asset type actions for Blueprint assets.

	ReviewedBy Thomas.Sarkanen

[CL 2419736 by Ben Marsh in Main branch]
2015-01-26 20:21:39 -05:00

34 lines
906 B
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ModuleManager.h"
#include "IAssetTypeActions.h"
#include "IClassTypeActions.h"
#include "IAssetTools.h"
class FAssetToolsModule : public IModuleInterface
{
public:
virtual void StartupModule();
virtual void ShutdownModule();
virtual IAssetTools& Get() const;
/**
* Singleton-like access to this module's interface. This is just for convenience!
* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
*
* @return Returns singleton instance, loading the module on demand if needed
*/
static inline FAssetToolsModule& GetModule()
{
static const FName ModuleName = "AssetTools";
return FModuleManager::LoadModuleChecked< FAssetToolsModule >(ModuleName);
}
private:
IAssetTools* AssetTools;
class FAssetToolsConsoleCommands* ConsoleCommands;
};