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

43 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "WorkflowOrientedApp/WorkflowTabManager.h"
#include "WidgetBlueprintEditor.h"
#include "BlueprintEditorModes.h"
class UWidgetBlueprint;
/////////////////////////////////////////////////////
// FWidgetBlueprintApplicationMode
DECLARE_MULTICAST_DELEGATE_OneParam(FOnWidgetBlueprintModeTransition, class FWidgetBlueprintApplicationMode&);
class UMGEDITOR_API FWidgetBlueprintApplicationMode : public FBlueprintEditorApplicationMode
{
public:
FWidgetBlueprintApplicationMode(TSharedPtr<class FWidgetBlueprintEditor> InWidgetEditor, FName InModeName);
// FApplicationMode interface
virtual void PreDeactivateMode() override;
virtual void PostActivateMode() override;
// End of FApplicationMode interface
/** Called at start of PostActivateMode */
mutable FOnWidgetBlueprintModeTransition OnPostActivateMode;
/** Called at end of PreDeactivateMode */
mutable FOnWidgetBlueprintModeTransition OnPreDeactivateMode;
public:
TSharedPtr<class FWidgetBlueprintEditor> GetBlueprintEditor() const;
UWidgetBlueprint* GetBlueprint() const;
protected:
TWeakPtr<class FWidgetBlueprintEditor> MyWidgetBlueprintEditor;
// Set of spawnable tabs in the mode
FWorkflowAllowedTabSet TabFactories;
};