Files
UnrealEngineUWP/Engine/Source/Editor/DataTableEditor/Public/DataTableEditorModule.h
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

43 lines
1.4 KiB
C++

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