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UnrealEngine/Engine/Source/Editor/SkeletalMeshEditor/Private/SkeletalMeshEditorModeUILayer.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

43 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Toolkits/AssetEditorModeUILayer.h"
#include "SkeletalMeshEditorModeUILayer.generated.h"
#define UE_API SKELETALMESHEDITOR_API
/** Interchange layer to manage built in tab locations within the editor's layout. **/
UCLASS(MinimalAPI)
class USkeletalMeshEditorUISubsystem : public UAssetEditorUISubsystem
{
GENERATED_BODY()
public:
UE_API virtual void Initialize(FSubsystemCollectionBase& Collection) override;
UE_API virtual void Deinitialize() override;
UE_API virtual void RegisterLayoutExtensions(FLayoutExtender& Extender) override;
};
/** Handles the hosting of additional toolkits, such as the mode toolkit, within the Skeletal Mesh Editor 's toolkit. **/
class FSkeletalMeshEditorModeUILayer : public FAssetEditorModeUILayer
{
public:
FSkeletalMeshEditorModeUILayer(const IToolkitHost* InToolkitHost) : FAssetEditorModeUILayer(InToolkitHost) {}
virtual void OnToolkitHostingStarted(const TSharedRef<IToolkit>& Toolkit) override;
virtual void OnToolkitHostingFinished(const TSharedRef<IToolkit>& Toolkit) override;
virtual TSharedPtr<FWorkspaceItem> GetModeMenuCategory() const override;
void SetModeMenuCategory(TSharedPtr<FWorkspaceItem> InMenuCategory);
protected:
TSharedPtr<FWorkspaceItem> SkeletalMeshEditorMenuCategory;
};
#undef UE_API