51 lines
1.3 KiB
C++
51 lines
1.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Toolkits/AssetEditorToolkit.h"
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#include "Templates/SharedPointer.h"
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#include "UAssetEditor.generated.h"
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class FBaseAssetToolkit;
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class SDockTab;
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class FSpawnTabArgs;
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class SEditorViewport;
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class FLayoutExtender;
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class FTabManager;
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class UObject;
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struct FTabId;
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/**
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* Base class for all asset editors.
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*/
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UCLASS(Abstract, MinimalAPI)
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class UAssetEditor : public UObject, public IAssetEditorInstance
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{
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GENERATED_BODY()
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public:
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UNREALED_API UAssetEditor();
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UNREALED_API virtual FName GetEditorName() const override;
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UNREALED_API virtual void FocusWindow(UObject* ObjectToFocusOn = nullptr) override;
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virtual bool IsPrimaryEditor() const override
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{
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return true;
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}
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virtual void InvokeTab(const FTabId& TabId) override {}
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UNREALED_API virtual TSharedPtr<FTabManager> GetAssociatedTabManager() override;
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virtual double GetLastActivationTime() override
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{
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return 0.0;
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}
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virtual void RemoveEditingAsset(UObject* Asset) override {}
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UNREALED_API void Initialize();
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UNREALED_API virtual void GetObjectsToEdit(TArray<UObject*>& InObjectsToEdit);
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UNREALED_API virtual TSharedPtr<FBaseAssetToolkit> CreateToolkit();
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UNREALED_API void OnToolkitClosed();
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protected:
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FBaseAssetToolkit* ToolkitInstance;
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};
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