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