Files
UnrealEngine/Engine/Source/Editor/UMGEditor/Public/BlueprintModes/WidgetBlueprintApplicationMode.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

47 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "WorkflowOrientedApp/WorkflowTabManager.h"
#include "WidgetBlueprintEditor.h"
#include "BlueprintEditorModes.h"
#define UE_API UMGEDITOR_API
class UWidgetBlueprint;
/////////////////////////////////////////////////////
// FWidgetBlueprintApplicationMode
DECLARE_MULTICAST_DELEGATE_OneParam(FOnWidgetBlueprintModeTransition, class FWidgetBlueprintApplicationMode&);
class FWidgetBlueprintApplicationMode : public FBlueprintEditorApplicationMode
{
public:
UE_API FWidgetBlueprintApplicationMode(TSharedPtr<class FWidgetBlueprintEditor> InWidgetEditor, FName InModeName);
// FApplicationMode interface
UE_API virtual void PreDeactivateMode() override;
UE_API virtual void PostActivateMode() override;
// End of FApplicationMode interface
/** Called at start of PostActivateMode */
mutable FOnWidgetBlueprintModeTransition OnPostActivateMode;
/** Called at end of PreDeactivateMode */
mutable FOnWidgetBlueprintModeTransition OnPreDeactivateMode;
public:
UE_API TSharedPtr<class FWidgetBlueprintEditor> GetBlueprintEditor() const;
UE_API UWidgetBlueprint* GetBlueprint() const;
protected:
TWeakPtr<class FWidgetBlueprintEditor> MyWidgetBlueprintEditor;
// Set of spawnable tabs in the mode
FWorkflowAllowedTabSet TabFactories;
};
#undef UE_API