Files
UnrealEngineUWP/Engine/Source/Editor/InputBindingEditor/Private/InputBindingEditorModule.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

45 lines
1.1 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
InputBindingEditorModule.cpp: Implements the FInputBindingEditorModule class.
=============================================================================*/
#include "InputBindingEditorPrivatePCH.h"
/**
* Implements the LauncherUI module.
*/
class FInputBindingEditorModule
: public IInputBindingEditorModule
{
public:
// Begin IInputBindingEditorModule interface
virtual TWeakPtr<SWidget> CreateInputBindingEditorPanel( ) override
{
TSharedPtr<SWidget> Panel = SNew(SInputBindingEditorPanel);
BindingEditorPanels.Add(Panel);
return Panel;
}
virtual void DestroyInputBindingEditorPanel( const TWeakPtr<SWidget>& Panel ) override
{
BindingEditorPanels.Remove(Panel.Pin());
}
// End IInputBindingEditorModule interface
private:
// Holds the collection of created binding editor panels.
TArray<TSharedPtr<SWidget> > BindingEditorPanels;
};
IMPLEMENT_MODULE(FInputBindingEditorModule, InputBindingEditor);