Files
UnrealEngineUWP/Engine/Source/Editor/SkeletonEditor/Private/SkeletonTreeSummoner.cpp
ryan durand 627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00

42 lines
1.4 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SkeletonTreeSummoner.h"
#include "EditorStyleSet.h"
#include "IDocumentation.h"
#include "SkeletonEditor.h"
#define LOCTEXT_NAMESPACE "SkeletonTreeSummoner"
FSkeletonTreeSummoner::FSkeletonTreeSummoner(TSharedPtr<FAssetEditorToolkit> InHostingApp, TSharedRef<ISkeletonTree> InSkeletonTree)
: FWorkflowTabFactory(SkeletonEditorTabs::SkeletonTreeTab, InHostingApp)
, SkeletonTreePtr(InSkeletonTree)
{
TabLabel = LOCTEXT("SkeletonTreeTabTitle", "Skeleton Tree");
TabIcon = FSlateIcon(FEditorStyle::GetStyleSetName(), "Persona.Tabs.SkeletonTree");
EnableTabPadding();
bIsSingleton = true;
ViewMenuDescription = LOCTEXT("SkeletonTreeView", "Skeleton Tree");
ViewMenuTooltip = LOCTEXT("SkeletonTreeView_ToolTip", "Shows the skeleton tree");
}
TSharedPtr<SToolTip> FSkeletonTreeSummoner::CreateTabToolTipWidget(const FWorkflowTabSpawnInfo& Info) const
{
return IDocumentation::Get()->CreateToolTip(LOCTEXT("SkeletonTreeTooltip", "The Skeleton Tree tab lets you see and select bones (and sockets) in the skeleton hierarchy."), NULL, TEXT("Shared/Editors/Persona"), TEXT("SkeletonTree_Window"));
}
TSharedRef<SWidget> FSkeletonTreeSummoner::CreateTabBody(const FWorkflowTabSpawnInfo& Info) const
{
if (SkeletonTreePtr.IsValid())
{
return SkeletonTreePtr.Pin().ToSharedRef();
}
else
{
return SNullWidget::NullWidget;
}
}
#undef LOCTEXT_NAMESPACE