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