Files
UnrealEngineUWP/Engine/Source/Editor/SoundClassEditor/Private/SoundClassEditor.h
Ben Marsh 149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00

103 lines
3.6 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GraphEditor.h"
#include "EditorUndoClient.h"
//////////////////////////////////////////////////////////////////////////
// FSoundClassEditor
class FSoundClassEditor : public ISoundClassEditor, public FGCObject, public FEditorUndoClient
{
public:
SLATE_BEGIN_ARGS( FSoundClassEditor )
{
}
SLATE_END_ARGS()
virtual void RegisterTabSpawners(const TSharedRef<class FTabManager>& TabManager) override;
virtual void UnregisterTabSpawners(const TSharedRef<class FTabManager>& TabManager) override;
/**
* Edits the specified sound class object
*
* @param Mode Asset editing mode for this editor (standalone or world-centric)
* @param InitToolkitHost When Mode is WorldCentric, this is the level editor instance to spawn this editor within
* @param ObjectToEdit The sound class to edit
*/
void InitSoundClassEditor( const EToolkitMode::Type Mode, const TSharedPtr< class IToolkitHost >& InitToolkitHost, UObject* ObjectToEdit );
virtual ~FSoundClassEditor();
/** FGCObject interface */
virtual void AddReferencedObjects( FReferenceCollector& Collector ) override;
/** IToolkit interface */
virtual FName GetToolkitFName() const override;
virtual FText GetBaseToolkitName() const override;
virtual FString GetWorldCentricTabPrefix() const override;
/** @return Returns the color and opacity to use for the color that appears behind the tab text for this toolkit's tab in world-centric mode. */
virtual FLinearColor GetWorldCentricTabColorScale() const override;
/** ISoundClassEditor interface */
void CreateSoundClass(class UEdGraphPin* FromPin, const FVector2D& Location, FString Name) override;
/** FEditorUndoClient Interface */
virtual void PostUndo(bool bSuccess) override;
virtual void PostRedo(bool bSuccess) override { PostUndo(bSuccess); }
private:
TSharedRef<SDockTab> SpawnTab_GraphCanvas(const FSpawnTabArgs& Args);
TSharedRef<SDockTab> SpawnTab_Properties(const FSpawnTabArgs& Args);
private:
/** Creates all internal widgets for the tabs to point at */
void CreateInternalWidgets();
/** Create new graph editor widget */
TSharedRef<SGraphEditor> CreateGraphEditorWidget();
/** Called when the selection changes in the GraphEditor */
void OnSelectedNodesChanged(const TSet<class UObject*>& NewSelection);
/** Called to create context menu when right-clicking on graph */
FActionMenuContent OnCreateGraphActionMenu(UEdGraph* InGraph, const FVector2D& InNodePosition, const TArray<UEdGraphPin*>& InDraggedPins, bool bAutoExpand, SGraphEditor::FActionMenuClosed InOnMenuClosed);
/** Select every node in the graph */
void SelectAllNodes();
/** Whether we can select every node */
bool CanSelectAllNodes() const;
/** Remove the currently selected nodes from editor view*/
void RemoveSelectedNodes();
/** Whether we are able to remove the currently selected nodes */
bool CanRemoveNodes() const;
/** Called to undo the last action */
void UndoGraphAction();
/** Called to redo the last undone action */
void RedoGraphAction();
private:
/** The SoundClass asset being inspected */
USoundClass* SoundClass;
/** List of open tool panels; used to ensure only one exists at any one time */
TMap< FName, TWeakPtr<class SDockableTab> > SpawnedToolPanels;
/** Graph Editor */
TSharedPtr<SGraphEditor> GraphEditor;
/** Property View */
TSharedPtr<class IDetailsView> DetailsView;
/** Command list for this editor */
TSharedPtr<FUICommandList> GraphEditorCommands;
/** The tab ids for all the tabs used */
static const FName GraphCanvasTabId;
static const FName PropertiesTabId;
};