33 lines
1.2 KiB
C++
33 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "WorkflowOrientedApp/WorkflowTabFactory.h"
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#include "ISkeletonTree.h"
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#include "PhysicsAssetGraph/SPhysicsAssetGraph.h"
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class UPhysicsAsset;
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class IEditableSkeleton;
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struct FPhysicsAssetGraphSummoner : public FWorkflowTabFactory
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{
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public:
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FPhysicsAssetGraphSummoner(TSharedPtr<FAssetEditorToolkit> InHostingApp, UPhysicsAsset* InPhysicsAsset, const TSharedRef<IEditableSkeleton>& InEditableSkeleton, FOnPhysicsAssetGraphCreated InOnPhysicsAssetGraphCreated, FOnGraphObjectsSelected InOnGraphObjectsSelected);
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/** FWorkflowTabFactory interface */
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virtual TSharedRef<SWidget> CreateTabBody(const FWorkflowTabSpawnInfo& Info) const override;
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virtual TSharedPtr<SToolTip> CreateTabToolTipWidget(const FWorkflowTabSpawnInfo& Info) const override;
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/** Reference to our Physics Asset */
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TWeakObjectPtr<UPhysicsAsset> PhysicsAssetPtr;
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/** Reference to our editable skeleton */
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TWeakPtr<IEditableSkeleton> EditableSkeletonPtr;
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/** Graph created delegate */
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FOnPhysicsAssetGraphCreated OnPhysicsAssetGraphCreated;
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/** Object selected delegate */
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FOnGraphObjectsSelected OnGraphObjectsSelected;
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};
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