// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "WorkflowOrientedApp/ApplicationMode.h" #include "WorkflowOrientedApp/WorkflowTabManager.h" #define UE_API PHYSICSCONTROLEDITOR_API class FWorkflowCentricApplication; class IPersonaPreviewScene; class ISkeletonTree; class FPhysicsControlAssetEditor; /** * The application mode for the Physics Control Asset Editor * This defines the layout of the UI. It basically spawns all the tabs, such as the viewport, details panels, etc. */ class FPhysicsControlAssetApplicationMode : public FApplicationMode { public: /** The name of this mode. */ static UE_API FName ModeName; UE_API FPhysicsControlAssetApplicationMode( TSharedRef InHostingApp, TSharedPtr SkeletonTree, TSharedRef InPreviewScene); // FApplicationMode overrides. UE_API virtual void RegisterTabFactories(TSharedPtr InTabManager) override; // ~END FApplicationMode overrides. protected: /** The hosting app. */ TWeakPtr PhysicsControlAssetEditor = nullptr; /** The tab factories we support. */ FWorkflowAllowedTabSet TabFactories; }; #undef UE_API