// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "PoseWatchManagerFwd.h" #include "PoseWatchManagerDefaultHierarchy.h" struct FPoseWatchManagerItemSelection; class SPoseWatchManager; class FPoseWatchManagerDefaultMode { public: FPoseWatchManagerDefaultMode(SPoseWatchManager* InPoseWatchManager); void Rebuild(); bool ParseDragDrop(FPoseWatchManagerDragDropPayload& OutPayload, const FDragDropOperation& Operation) const; FPoseWatchManagerDragValidationInfo ValidateDrop(const IPoseWatchManagerTreeItem& DropTarget, const FPoseWatchManagerDragDropPayload& Payload) const; void OnDrop(IPoseWatchManagerTreeItem& DropTarget, const FPoseWatchManagerDragDropPayload& Payload, const FPoseWatchManagerDragValidationInfo& ValidationInfo) const; TSharedPtr CreateDragDropOperation(const TArray& InTreeItems) const; FReply OnDragOverItem(const FDragDropEvent& Event, const IPoseWatchManagerTreeItem& Item) const; int32 GetTypeSortPriority(const IPoseWatchManagerTreeItem& Item) const { return 0; } SPoseWatchManager* PoseWatchManager; TUniquePtr Hierarchy; };