44 lines
1.2 KiB
C++
44 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "WorkflowOrientedApp/ApplicationMode.h"
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#include "WorkflowOrientedApp/WorkflowTabManager.h"
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#define UE_API PHYSICSCONTROLEDITOR_API
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class FWorkflowCentricApplication;
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class IPersonaPreviewScene;
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class ISkeletonTree;
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class FPhysicsControlAssetEditor;
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/**
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* The application mode for the Physics Control Asset Editor
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* This defines the layout of the UI. It basically spawns all the tabs, such as the viewport, details panels, etc.
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*/
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class FPhysicsControlAssetApplicationMode : public FApplicationMode
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{
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public:
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/** The name of this mode. */
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static UE_API FName ModeName;
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UE_API FPhysicsControlAssetApplicationMode(
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TSharedRef<FWorkflowCentricApplication> InHostingApp,
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TSharedPtr<ISkeletonTree> SkeletonTree,
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TSharedRef<IPersonaPreviewScene> InPreviewScene);
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// FApplicationMode overrides.
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UE_API virtual void RegisterTabFactories(TSharedPtr<FTabManager> InTabManager) override;
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// ~END FApplicationMode overrides.
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protected:
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/** The hosting app. */
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TWeakPtr<FPhysicsControlAssetEditor> PhysicsControlAssetEditor = nullptr;
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/** The tab factories we support. */
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FWorkflowAllowedTabSet TabFactories;
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};
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#undef UE_API
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