Files
UnrealEngineUWP/Engine/Source/Editor/ActorPickerMode/Public/ActorPickerMode.h
Andrew Rodham ba3528c9d4 Made it possible for asset editors to maintain their own FEditorModeTools lists
Breaking changes include:
    * Rename of GEditorModeTools -> GLevelEditorModeTools to signify that it applies only to the level editor modes
    * Addition of FEditorModeRegistry, responsible for managing and creating new editor modes. Modes are no longer registered with an instance of the mode, instead with a mode factory that is able to create a new mode of that type.
    * Editor modes now operate on FEditorViewportClients rather than FLevelEditorViewportClients
    * Added ability to specify an FEditorModeTools when creating an FEditorViewport

Moved component vizualiser manager handling outside of individual editor modes, and into FLevelEditorViewportClient. This should make it easier to transplant in future.

This work addresses TTP#334640 - EDITOR: Investigate making editor modes a per-'editor' concept

Reviewed by Michael Noland, Matt Kuhlenschmidt

[CL 2109245 by Andrew Rodham in Main branch]
2014-06-18 10:16:16 -04:00

37 lines
1.4 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "IFilter.h"
#include "FilterCollection.h"
DECLARE_DELEGATE_OneParam( FOnGetAllowedClasses, TArray<const UClass*>& );
DECLARE_DELEGATE_OneParam( FOnActorSelected, AActor* );
DECLARE_DELEGATE_RetVal_OneParam(bool, FOnShouldFilterActor, const AActor*);
/**
* Actor picker mode module
*/
class ACTORPICKERMODE_API FActorPickerModeModule : public IModuleInterface
{
public:
// IModuleInterface
virtual void StartupModule() override;
virtual void ShutdownModule() override;
// End of IModuleInterface
/**
* Enter actor picking mode (note: will cancel any current actor picking)
* @param InOnGetAllowedClasses Delegate used to only allow actors using a particular set of classes (empty to accept all actor classes; works alongside InOnShouldFilterActor)
* @param InOnShouldFilterActor Delegate used to only allow particular actors (empty to accept all actors; works alongside InOnGetAllowedClasses)
* @param InOnActorSelected Delegate to call when a valid actor is selected
*/
void BeginActorPickingMode(FOnGetAllowedClasses InOnGetAllowedClasses, FOnShouldFilterActor InOnShouldFilterActor, FOnActorSelected InOnActorSelected);
/** Exit actor picking mode */
void EndActorPickingMode();
/** @return Whether or not actor picking mode is currently active */
bool IsInActorPickingMode() const;
};