// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "CoreMinimal.h" #include "ICurveAssetEditor.h" #include "Modules/ModuleInterface.h" #include "Templates/SharedPointer.h" #include "Toolkits/AssetEditorToolkit.h" #include "Toolkits/IToolkit.h" #include "Toolkits/IToolkitHost.h" class FName; class ICurveAssetEditor; class UCurveBase; /** DataTable Editor module */ class FCurveAssetEditorModule : 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 CurveToEdit The Curve to start editing * * @return Interface to the new curve asset editor */ virtual TSharedRef CreateCurveAssetEditor( const EToolkitMode::Type Mode, const TSharedPtr< class IToolkitHost >& InitToolkitHost, UCurveBase* CurveToEdit ); /** Gets the extensibility managers for outside entities to extend curve asset editor's menus and toolbars */ virtual TSharedPtr GetMenuExtensibilityManager() override {return MenuExtensibilityManager;} /** Curve Asset Editor app identifier string */ static const FName CurveAssetEditorAppIdentifier; private: TSharedPtr MenuExtensibilityManager; };