Files
UnrealEngineUWP/Engine/Source/Developer/WidgetRegistration/Public/ToolkitBuilderConfig.h
aditya ravichandran f7052d4d64 WidgetRegistration: Add preliminary framework for saving/loading favorites using EditorConfig
#rb lauren.barnes, karen.jirak, semion.piskarev
#preflight 6411eec2af3fc352928935bb

[CL 24659996 by aditya ravichandran in ue5-main branch]
2023-03-15 15:04:26 -04:00

35 lines
1.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/UnrealString.h"
#include "ToolkitBuilderConfig.generated.h"
// The actual struct that contains the properties saved for an FEditableToolPalette
USTRUCT()
struct WIDGETREGISTRATION_API FEditableToolPaletteSettings
{
GENERATED_BODY()
public:
UPROPERTY()
TArray<FString> PaletteCommandNames;
};
// Interface class for FEditableToolPalette to interact with EditorConfig which is an Editor only module currently
class IEditableToolPaletteConfigManager
{
public:
virtual FEditableToolPaletteSettings* GetMutablePaletteConfig(const FName& InstanceName) = 0;
virtual const FEditableToolPaletteSettings* GetConstPaletteConfig(const FName& InstanceName) = 0;
virtual void SavePaletteConfig(const FName& InstanceName) = 0;
virtual ~IEditableToolPaletteConfigManager() { }
};
// Delegate passed into FEditableToolPalette that is used to get the actual config manager instance
DECLARE_DELEGATE_RetVal(IEditableToolPaletteConfigManager*, FGetEditableToolPaletteConfigManager)