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UnrealEngineUWP/Engine/Plugins/Editor/AssetSearch/Source/Private/AssetSearchModule.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
#include "IAssetSearchModule.h"
#include "Widgets/DeclarativeSyntaxSupport.h"
#include "WorkspaceMenuStructure.h"
#include "Styling/AppStyle.h"
#include "Editor/WorkspaceMenuStructure/Public/WorkspaceMenuStructureModule.h"
#include "Widgets/Docking/SDockTab.h"
#include "Widgets/SSearchBrowser.h"
#include "AssetRegistry/AssetRegistryModule.h"
#include "AssetSearchManager.h"
#define LOCTEXT_NAMESPACE "FAssetSearchModule"
static const FName SearchTabName("Search");
class FAssetSearchModule : public IAssetSearchModule
{
public:
// IAssetSearchModule interface
public:
// IModuleInterface interface
virtual void StartupModule() override
{
SearchManager = MakeUnique<FAssetSearchManager>();
SearchManager->Start();
FGlobalTabmanager::Get()->RegisterNomadTabSpawner(SearchTabName, FOnSpawnTab::CreateRaw(this, &FAssetSearchModule::HandleSpawnSettingsTab))
.SetDisplayName(LOCTEXT("Search", "Search"))
.SetTooltipText(LOCTEXT("SearchTab", "Search Tab"))
.SetIcon(FSlateIcon(FAppStyle::GetAppStyleSetName(), "Symbols.SearchGlass"))
.SetGroup(WorkspaceMenu::GetMenuStructure().GetToolsCategory());
}
virtual void ShutdownModule() override
{
FGlobalTabmanager::Get()->UnregisterNomadTabSpawner(SearchTabName);
}
void ExecuteOpenObjectBrowser()
{
FGlobalTabmanager::Get()->TryInvokeTab(SearchTabName);
}
TSharedRef<SDockTab> HandleSpawnSettingsTab(const FSpawnTabArgs& SpawnTabArgs)
{
const TSharedRef<SDockTab> DockTab = SNew(SDockTab)
.TabRole(ETabRole::NomadTab);
DockTab->SetContent(SNew(SSearchBrowser));
return DockTab;
}
virtual FSearchStats GetStats() const override
{
return SearchManager->GetStats();
}
virtual void Search(FSearchQueryPtr SearchQuery) override
{
SearchManager->Search(SearchQuery);
}
virtual void ForceIndexOnAssetsMissingIndex() override
{
SearchManager->ForceIndexOnAssetsMissingIndex();
}
virtual void RegisterAssetIndexer(const UClass* InAssetClass, TUniquePtr<IAssetIndexer>&& Indexer) override
{
SearchManager->RegisterAssetIndexer(InAssetClass, MoveTemp(Indexer));
}
virtual void RegisterSearchProvider(FName SearchProviderName, TUniquePtr<ISearchProvider>&& InSearchProvider) override
{
SearchManager->RegisterSearchProvider(SearchProviderName, MoveTemp(InSearchProvider));
}
private:
TUniquePtr<FAssetSearchManager> SearchManager;
};
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FAssetSearchModule, AssetSearch);