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UnrealEngine/Engine/Plugins/Experimental/PhysicsControl/Source/PhysicsControlEditor/Public/PhysicsControlAssetApplicationMode.h
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

44 lines
1.2 KiB
C++

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