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Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

64 lines
1.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "HAL/Platform.h"
#include "Templates/SharedPointer.h"
#include "UObject/WeakObjectPtrTemplates.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "Widgets/SCompoundWidget.h"
#define UE_API CLOTHPAINTER_API
class IDetailsView;
class IPersonaToolkit;
class ISkeletalMeshEditor;
class SClothAssetSelector;
class SClothPaintWidget;
class SScrollBox;
class UClothingAssetBase;
struct FGeometry;
class SClothPaintTab : public SCompoundWidget
{
public:
SLATE_BEGIN_ARGS(SClothPaintTab)
{}
SLATE_ARGUMENT(TWeakPtr<class FAssetEditorToolkit>, InHostingApp)
SLATE_END_ARGS()
UE_API SClothPaintTab();
UE_API ~SClothPaintTab();
/** SWidget functions */
UE_API void Construct(const FArguments& InArgs);
UE_API virtual void Tick(const FGeometry& AllottedGeometry, const double InCurrentTime, const float InDeltaTime) override;
/** Setup and teardown the cloth paint UI */
UE_API void EnterPaintMode();
UE_API void ExitPaintMode();
protected:
/** Called from the selector when the asset selection changes (Asset, LOD, Mask) */
UE_API void OnAssetSelectionChanged(TWeakObjectPtr<UClothingAssetBase> InAssetPtr, int32 InLodIndex, int32 InMaskIndex);
/** Whether or not the asset config section is enabled for editing */
UE_API bool IsAssetDetailsPanelEnabled();
/** Helpers for getting editor objects */
UE_API ISkeletalMeshEditor* GetSkeletalMeshEditor() const;
UE_API TSharedRef<IPersonaToolkit> GetPersonaToolkit() const;
TWeakPtr<class FAssetEditorToolkit> HostingApp;
TSharedPtr<SClothAssetSelector> SelectorWidget;
TSharedPtr<SClothPaintWidget> ModeWidget;
TSharedPtr<SScrollBox> ContentBox;
TSharedPtr<IDetailsView> DetailsView;
bool bModeApplied;
};
#undef UE_API