// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved. #include "UnrealEd.h" #include "EditorModeRegistry.h" #include "Editor/PlacementMode/Public/IPlacementModeModule.h" #include "Editor/LandscapeEditor/Public/LandscapeEditorModule.h" #include "Editor/BspMode/Public/IBspModeModule.h" #include "Editor/MeshPaint/Public/MeshPaintModule.h" #include "Editor/GeometryMode/Public/GeometryEdMode.h" #include "Editor/ActorPickerMode/Public/ActorPickerMode.h" #include "Editor/TextureAlignMode/Public/TextureAlignEdMode.h" #include "Editor/FoliageEdit/Public/FoliageEditModule.h" FEditorModeInfo::FEditorModeInfo() : ID(NAME_None) , bVisible(false) , PriorityOrder(MAX_int32) { } FEditorModeInfo::FEditorModeInfo( FEditorModeID InID, FText InName, FSlateIcon InIconBrush, bool InIsVisible, int32 InPriorityOrder ) : ID(InID) , Name(InName) , IconBrush(InIconBrush) , bVisible(InIsVisible) , PriorityOrder(InPriorityOrder) { if (!InIconBrush.IsSet()) { IconBrush = FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.EditorModes"); } } FEditorModeRegistry* GModeRegistry = nullptr; void FEditorModeRegistry::Initialize() { Get(); // Add default editor modes GModeRegistry->RegisterMode(FBuiltinEditorModes::EM_Default); GModeRegistry->RegisterMode(FBuiltinEditorModes::EM_InterpEdit); // Load editor mode modules that will automatically register their editor modes, and clean themselves up on unload. //@TODO: ROCKET: These are probably good plugin candidates, that shouldn't have to be force-loaded here but discovery loaded somehow FModuleManager::LoadModuleChecked(TEXT("PlacementMode")); FModuleManager::LoadModuleChecked(TEXT("BspMode")); FModuleManager::LoadModuleChecked(TEXT("TextureAlignMode")); FModuleManager::LoadModuleChecked(TEXT("GeometryMode")); FModuleManager::LoadModuleChecked(TEXT("ActorPickerMode")); FModuleManager::LoadModuleChecked(TEXT("MeshPaint")); FModuleManager::LoadModuleChecked(TEXT("LandscapeEditor")); FModuleManager::LoadModuleChecked(TEXT("FoliageEdit")); } void FEditorModeRegistry::Shutdown() { delete GModeRegistry; GModeRegistry = nullptr; } FEditorModeRegistry& FEditorModeRegistry::Get() { if (!GModeRegistry) { GModeRegistry = new FEditorModeRegistry; } return *GModeRegistry; } TArray FEditorModeRegistry::GetSortedModeInfo() const { TArray ModeInfoArray; for (const auto& Pair : ModeFactories) { ModeInfoArray.Add(Pair.Value->GetModeInfo()); } ModeInfoArray.Sort([](const FEditorModeInfo& A, const FEditorModeInfo& B){ return A.PriorityOrder < B.PriorityOrder; }); return ModeInfoArray; } TSharedPtr FEditorModeRegistry::CreateMode(FEditorModeID ModeID, FEditorModeTools& Owner) { const TSharedRef* ModeFactory = ModeFactories.Find(ModeID); if (ModeFactory) { TSharedRef Instance = (*ModeFactory)->CreateMode(); // Assign the mode info from the factory before we initialize Instance->Info = (*ModeFactory)->GetModeInfo(); Instance->Owner = &Owner; // This binding ensures the mode is destroyed if the type is unregistered OnModeUnregistered().AddSP(Instance, &FEdMode::OnModeUnregistered); Instance->Initialize(); return Instance; } return nullptr; } void FEditorModeRegistry::RegisterMode(FEditorModeID ModeID, TSharedRef Factory) { check(ModeID != FBuiltinEditorModes::EM_None); check(!ModeFactories.Contains(ModeID)); ModeFactories.Add(ModeID, Factory); OnModeRegisteredEvent.Broadcast(ModeID); RegisteredModesChanged.Broadcast(); } void FEditorModeRegistry::UnregisterMode(FEditorModeID ModeID) { // First off delete the factory ModeFactories.Remove(ModeID); OnModeUnregisteredEvent.Broadcast(ModeID); RegisteredModesChanged.Broadcast(); }