Files
UnrealEngine/Engine/Source/Editor/UMGEditor/Private/BlueprintModes/WidgetBlueprintApplicationMode.cpp
2025-05-18 13:04:45 +08:00

43 lines
1.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "BlueprintModes/WidgetBlueprintApplicationMode.h"
#include "BlueprintModes/WidgetBlueprintApplicationModes.h"
/////////////////////////////////////////////////////
// FWidgetBlueprintApplicationMode
FWidgetBlueprintApplicationMode::FWidgetBlueprintApplicationMode(TSharedPtr<FWidgetBlueprintEditor> 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<FWidgetBlueprintEditor> FWidgetBlueprintApplicationMode::GetBlueprintEditor() const
{
return MyWidgetBlueprintEditor.Pin();
}