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43 lines
1.4 KiB
C++
43 lines
1.4 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ModuleInterface.h"
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#include "Toolkits/IToolkit.h" // For EAssetEditorMode
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#include "Toolkits/AssetEditorToolkit.h" // For FExtensibilityManager
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class IDataTableEditor;
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/** DataTable Editor module */
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class FDataTableEditorModule : public IModuleInterface,
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public IHasMenuExtensibility
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{
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public:
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// IModuleInterface
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virtual void StartupModule() override;
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virtual void ShutdownModule() override;
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/**
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* Creates an instance of table editor object. Only virtual so that it can be called across the DLL boundary.
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*
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* @param Mode Mode that this editor should operate in
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* @param InitToolkitHost When Mode is WorldCentric, this is the level editor instance to spawn this editor within
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* @param Table The table to start editing
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*
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* @return Interface to the new table editor
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*/
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virtual TSharedRef<IDataTableEditor> CreateDataTableEditor( const EToolkitMode::Type Mode, const TSharedPtr< class IToolkitHost >& InitToolkitHost, UDataTable* Table );
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/** Gets the extensibility managers for outside entities to extend static mesh editor's menus and toolbars */
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virtual TSharedPtr<FExtensibilityManager> GetMenuExtensibilityManager() {return MenuExtensibilityManager;}
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/** DataTable Editor app identifier string */
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static const FName DataTableEditorAppIdentifier;
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private:
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TSharedPtr<FExtensibilityManager> MenuExtensibilityManager;
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};
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