83 lines
2.4 KiB
C++

// ©2023 Batty Bovine Productions, LLC. All Rights Reserved.
#pragma once
#include "Modules/ModuleManager.h"
#include "EdGraphUtilities.h"
#include "IAssetTools.h"
#include "IAssetTypeActions.h"
#include "Factories/Factory.h"
#include "ComboInputEditor.generated.h"
UCLASS()
class COMBOINPUTEDITOR_API UComboAction_Factory : public UFactory
{
GENERATED_BODY()
public:
UComboAction_Factory(const class FObjectInitializer &ObjectInitializer);
UPROPERTY(EditAnywhere, Category="Combo Input")
TSubclassOf<class UComboAction> ComboActionClass;
virtual UObject *FactoryCreateNew(UClass *Class, UObject *InParent, FName Name, EObjectFlags Flags, UObject *Context, FFeedbackContext *Warn) override;
};
UCLASS()
class COMBOINPUTEDITOR_API UComboSequenceNode_Factory : public UFactory
{
GENERATED_BODY()
public:
UComboSequenceNode_Factory(const class FObjectInitializer &ObjectInitializer);
UPROPERTY(EditAnywhere, Category="Combo Input")
TSubclassOf<class UComboSequenceNode> ComboSequenceNodeClass;
virtual UObject *FactoryCreateNew(UClass *Class, UObject *InParent, FName Name, EObjectFlags Flags, UObject *Context, FFeedbackContext *Warn) override;
};
UCLASS()
class COMBOINPUTEDITOR_API UComboInputAsset_Factory : public UFactory
{
GENERATED_BODY()
public:
UComboInputAsset_Factory(const class FObjectInitializer &ObjectInitializer);
UPROPERTY(EditAnywhere, Category="Combo Input")
TSubclassOf<class UComboInputAsset> ComboInputAssetClass;
virtual UObject *FactoryCreateNew(UClass *Class, UObject *InParent, FName Name, EObjectFlags Flags, UObject *Context, FFeedbackContext *Warn) override;
};
class FComboInputEditorModule : public IModuleInterface
{
public:
static FComboInputEditorModule &Get() { return FModuleManager::LoadModuleChecked<FComboInputEditorModule>("ComboInputEditor"); }
static bool IsAvailable() { return FModuleManager::Get().IsModuleLoaded("ComboInputEditor"); }
virtual void StartupModule() override;
virtual void ShutdownModule() override;
static EAssetTypeCategories::Type GetInputAssetsCategory() { return FComboInputEditorModule::ComboAssetsCategory; }
private:
void RegisterAssetTypeActions(IAssetTools &AssetTools, TSharedRef<IAssetTypeActions> Action)
{
AssetTools.RegisterAssetTypeActions(Action);
CreatedAssetTypeActions.Add(Action);
}
static EAssetTypeCategories::Type ComboAssetsCategory;
TArray<TSharedPtr<IAssetTypeActions>> CreatedAssetTypeActions;
TSharedPtr<class FSlateStyleSet> StyleSet;
};