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