Files
UnrealEngineUWP/Engine/Source/Editor/TranslationEditor/Public/TranslationEditorModule.h
Joe Conley bb9193b03a TranslationEditor:
- Removed TranslationDataObject and converted TranslationUnit to a UObject instead of UStruct.
- Needed to do this to show the same TranslationUnit in multiple PropertyTables

[CL 2045861 by Joe Conley in Main branch]
2014-04-23 18:47:10 -04:00

44 lines
1.5 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ModuleInterface.h"
#include "Toolkits/IToolkit.h" // For EAssetEditorMode
#include "Toolkits/AssetEditorToolkit.h" // For FExtensibilityManager
//#include "ITranslationEditor.h"
class FTranslationEditor;
class FTranslationEditorModule : public IModuleInterface,
public IHasMenuExtensibility
{
public:
// IModuleInterface
virtual void StartupModule() OVERRIDE;
virtual void ShutdownModule() OVERRIDE;
/**
* Creates an instance of translation editor object. Only virtual so that it can be called across the DLL boundary.
*
* @param ProjectName Name of the project to translate
* @param TranslationTargetLanguage Language to translate to
*
* @return Interface to the new translation editor
*/
virtual TSharedRef<FTranslationEditor> CreateTranslationEditor( const FString& ManifestFile, const FString& ArchiveFile );
/** Gets the extensibility managers for outside entities to extend translation editor's menus and toolbars */
virtual TSharedPtr<FExtensibilityManager> GetMenuExtensibilityManager() {return MenuExtensibilityManager;}
virtual TSharedPtr<FExtensibilityManager> GetToolbarExtensibilityManager() {return ToolbarExtensibilityManager;}
/** Translation Editor app identifier string */
static const FName TranslationEditorAppIdentifier;
private:
TSharedPtr<FExtensibilityManager> MenuExtensibilityManager;
TSharedPtr<FExtensibilityManager> ToolbarExtensibilityManager;
};