Files
UnrealEngineUWP/Engine/Source/Developer/AutomationWindow/Private/AutomationWindowModule.cpp
Jaroslaw Palczynski ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00

60 lines
1.5 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
AutomationWindowModule.cpp: Implements the FAutomationWindowModule class.
=============================================================================*/
#include "AutomationWindowPrivatePCH.h"
/**
* Implements the AutomationWindow module.
*/
class FAutomationWindowModule
: public IAutomationWindowModule
{
public:
// IAutomationWindowModule interface
virtual TSharedRef<class SWidget> CreateAutomationWindow( const IAutomationControllerManagerRef& AutomationController, const ISessionManagerRef& SessionManager ) override
{
return SNew(SAutomationWindow, AutomationController, SessionManager);
}
virtual TWeakPtr<class SDockTab> GetAutomationWindowTab( ) override
{
return AutomationWindowTabPtr;
}
virtual FOnAutomationWindowModuleShutdown& OnShutdown( ) override
{
return ShutdownDelegate;
}
virtual void SetAutomationWindowTab(TWeakPtr<class SDockTab> AutomationWindowTab) override { AutomationWindowTabPtr = AutomationWindowTab; }
public:
// IModuleInterface interface
virtual void StartupModule( ) override
{
}
virtual void ShutdownModule( ) override
{
ShutdownDelegate.ExecuteIfBound();
}
private:
// Holds the DockTab for the AutomationWindow
TWeakPtr<class SDockTab> AutomationWindowTabPtr;
// Holds FAutomationWindowModuleShutdownCallback
FOnAutomationWindowModuleShutdown ShutdownDelegate;
};
IMPLEMENT_MODULE(FAutomationWindowModule, AutomationWindow);