A Demo Project for the UnrealEngineSDK
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IDialogueEditor.h
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1// Copyright Csaba Molnar, Daniel Butum. All Rights Reserved.
2#pragma once
3
4#include "Toolkits/AssetEditorToolkit.h"
5
7{
8public:
9 // Get the currently selected set of nodes
10 virtual TSet<UObject*> GetSelectedNodes() const = 0;
11
12 // Get the bounding area for the currently selected nodes
13 //
14 // @param Rect Final output bounding area, including padding
15 // @param Padding An amount of padding to add to all sides of the bounds
16 //
17 // @return false if nothing is selected
18 virtual bool GetBoundsForSelectedNodes(class FSlateRect& Rect, float Padding) const = 0;
19
20 // Refreshes the details panel with the Dialogue
21 virtual void RefreshDetailsView(bool bRestorePreviousSelection) = 0;
22
23 // Refresh the viewport and property/details panel.
24 virtual void Refresh(bool bRestorePreviousSelection) = 0;
25
26 // Useful for setting the last target node on drop operations.
29
30 // Jump selection to the selected object.
31 virtual void JumpToObject(const UObject* Object) = 0;
32};
virtual bool GetBoundsForSelectedNodes(class FSlateRect &Rect, float Padding) const =0
virtual TSet< UObject * > GetSelectedNodes() const =0
virtual void SetLastTargetGraphEdgeBeforeDrag(UDialogueGraphNode_Edge *InEdge)=0
virtual void RefreshDetailsView(bool bRestorePreviousSelection)=0
virtual void Refresh(bool bRestorePreviousSelection)=0
virtual void JumpToObject(const UObject *Object)=0
virtual UDialogueGraphNode_Edge * GetLastTargetGraphEdgeBeforeDrag() const =0