// Copyright Epic Games, Inc. All Rights Reserved. #include "BlueprintModes/WidgetBlueprintApplicationMode.h" #include "BlueprintModes/WidgetBlueprintApplicationModes.h" ///////////////////////////////////////////////////// // FWidgetBlueprintApplicationMode FWidgetBlueprintApplicationMode::FWidgetBlueprintApplicationMode(TSharedPtr InWidgetEditor, FName InModeName) : FBlueprintEditorApplicationMode(InWidgetEditor, InModeName, FWidgetBlueprintApplicationModes::GetLocalizedMode, false, false) , MyWidgetBlueprintEditor(InWidgetEditor) { } void FWidgetBlueprintApplicationMode::PreDeactivateMode() { FBlueprintEditorApplicationMode::PreDeactivateMode(); OnPreDeactivateMode.Broadcast(*this); } void FWidgetBlueprintApplicationMode::PostActivateMode() { OnPostActivateMode.Broadcast(*this); FBlueprintEditorApplicationMode::PostActivateMode(); } UWidgetBlueprint* FWidgetBlueprintApplicationMode::GetBlueprint() const { if ( FWidgetBlueprintEditor* Editor = MyWidgetBlueprintEditor.Pin().Get() ) { return Editor->GetWidgetBlueprintObj(); } else { return NULL; } } TSharedPtr FWidgetBlueprintApplicationMode::GetBlueprintEditor() const { return MyWidgetBlueprintEditor.Pin(); }