Files
UnrealEngineUWP/Engine/Source/Editor/IntroTutorials/Public/IIntroTutorials.h
Mitchell Wilson cc3508d2a6 Copying //UE4/Dev-Documentation to Samples-Main (//UE4/Samples-Main)
#rb none

[CL 11292459 by Mitchell Wilson in Main branch]
2020-02-07 12:09:44 -05:00

101 lines
3.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Widgets/SWidget.h"
#include "Modules/ModuleInterface.h"
#include "Modules/ModuleManager.h"
class SWindow;
class UEditorTutorial;
struct FTutorialCategory;
/**
* The public interface to this module. In most cases, this interface is only public to sibling modules
* within this plugin.
*/
class IIntroTutorials : public IModuleInterface
{
public:
/**
* 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 IIntroTutorials& Get()
{
static const FName ModuleName = "IntroTutorials";
return FModuleManager::LoadModuleChecked< IIntroTutorials >( ModuleName );
}
/**
* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
*
* @return True if the module is loaded and ready to use
*/
static inline bool IsAvailable()
{
static const FName ModuleName = "IntroTutorials";
return FModuleManager::Get().IsModuleLoaded( ModuleName );
}
/**
* Launch a tutorial with the specified asset.
*
* @param TutorialAssetName The name of the tutorial asset.
*/
virtual void LaunchTutorial(const FString& TutorialAssetName, TSharedPtr<SWindow> InNavigationWindow = nullptr ) = 0;
//Parameter for LaunchTutorial function
enum ETutorialStartType
{
//Default start type, picks up where user left off if appropriate
TST_CONTINUE,
//Restart and clear progress
TST_RESTART,
//Start at the last stage of the tutorial, used when backing up to a previous tutorial
TST_LASTSTAGE
};
/**
* Launch a tutorial immediately, bypassing the tutorial browser.
*
* @param Tutorial The tutorial to launch
* @param bRestart Whether to restart the tutorial or resume from where we left off last time.
* @param InNavigationWindow Optional window to launch the tutorial from - this is where navigation will be displayed.
*/
virtual void LaunchTutorial(UEditorTutorial* Tutorial, IIntroTutorials::ETutorialStartType InStartType = TST_RESTART, TWeakPtr<SWindow> InNavigationWindow = nullptr, FSimpleDelegate OnTutorialClosed = FSimpleDelegate(), FSimpleDelegate OnTutorialExited = FSimpleDelegate()) = 0;
/**
* Close all tutorial content, including the browser.
*/
virtual void CloseAllTutorialContent() = 0;
/**
* Create a widget that allows access to the tutorial for the current context.
* @param InContext The name of the context this widget is attached to (e.g. "LevelEditor")
* @param InContextWindow The window that the context is attached to (e.g. the main window, or an asset editor tab)
* @return a widget used to access context-sensitive tutorials
*/
virtual TSharedRef<SWidget> CreateTutorialsWidget(FName InContext, TWeakPtr<SWindow> InContextWindow = nullptr) const = 0;
/**
* Create a widget that shows a "loading" visual while waiting for tutorials to load.
* @param InContextWindow The window that the context is attached to (e.g. the main window, or an asset editor tab)
* @return a widget used to access context-sensitive tutorials
*/
virtual TSharedPtr<SWidget> CreateTutorialsLoadingWidget(TWeakPtr<SWindow> InContextWindow = nullptr) const = 0;
/**
* Register a new category with the tutorial browser. Categories are automatically created when tutorial blueprints are discovered,
* but this will allow you to apply some customization for tutorial categories defined by plugins
* @param InTutorialCategory The new category
*/
virtual void RegisterCategory(FTutorialCategory NewCategory) = 0;
};