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UnrealEngine/Engine/Source/Editor/AudioEditor/Public/ISoundCueEditor.h
2025-05-18 13:04:45 +08:00

42 lines
1.2 KiB
C++

// 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<UObject*> 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<UObject*> GetSelectedNodes() const = 0;
};