// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "Toolkits/AssetEditorToolkit.h" class USoundCue; struct Rect; class ISoundCueEditor : public FAssetEditorToolkit { public: /** Returns the SoundCue asset inspected by the editor */ virtual USoundCue* GetSoundCue() const = 0; /** Assigns the currently selected nodes to the property control */ virtual void SetSelection(TArray SelectedObjects) = 0; /** Checks whether nodes can currently be pasted */ virtual bool CanPasteNodes() const = 0; /** Paste nodes at a specific location */ virtual void PasteNodesHere(const FVector2D& Location) = 0; /** Get the bounding area for the currently selected nodes * * @param Rect Final output bounding area, including padding * @param Padding An amount of padding to add to all sides of the bounds * * @return false if nothing is selected*/ virtual bool GetBoundsForSelectedNodes(class FSlateRect& Rect, float Padding) = 0; /** Gets the number of nodes that are currently selected */ virtual int32 GetNumberOfSelectedNodes() const = 0; /** Get the currently selected set of nodes */ virtual TSet GetSelectedNodes() const = 0; };