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

53 lines
1.7 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "CoreMinimal.h"
#include "Modules/ModuleInterface.h"
#include "Templates/SharedPointer.h"
#include "UObject/NameTypes.h"
class FComponentVisualizer;
class FComponentVisualizersModule : public IModuleInterface
{
public:
/**
* Called right after the module DLL has been loaded and the module object has been created
*/
virtual void StartupModule() override;
/**
* Called before the module is unloaded, right before the module object is destroyed.
*/
virtual void ShutdownModule() override;
/**
* Override this to set whether your module is allowed to be unloaded on the fly
*
* @return Whether the module supports shutdown separate from the rest of the engine.
*/
virtual bool SupportsDynamicReloading() override
{
return true;
}
/** Register a visualizer for a particular component class */
COMPONENTVISUALIZERS_API void RegisterComponentVisualizer(FName ComponentClassName, TSharedPtr<FComponentVisualizer> Visualizer);
/** Mutes a registered visualizer so that it will no longer be used. Can be restored without re-registering. */
COMPONENTVISUALIZERS_API void MuteComponentVisualizer(FName ComponentClassName);
/** Unmutes a muted visualizer so that it will be used again by the editor. */
COMPONENTVISUALIZERS_API void UnmuteComponentVisualizer(FName ComponentClassName);
private:
/** Array of component class names we have registered, so we know what to unregister afterwards */
TArray<FName> RegisteredComponentClassNames;
/** Set of muted component visualizers. We must retain the shared pointer so we can unregister from the editor. */
TMap<FName, TSharedPtr<FComponentVisualizer>> MutedComponentVisualizers;
};