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