Files
UnrealEngineUWP/Engine/Source/Editor/StringTableEditor/Private/StringTableEditorModule.cpp
Robert Manuszewski 2752c82adc Merging //UE4/Dev-Main @ 4664414 to Dev-Core (//UE4/Dev-Core)
#rb none

[CL 4675693 by Robert Manuszewski in Dev-Core branch]
2019-01-02 00:55:51 -05:00

32 lines
1.2 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "StringTableEditorModule.h"
#include "Modules/ModuleManager.h"
#include "IStringTableEditor.h"
#include "StringTableEditor.h"
#include "AssetTypeActions_StringTable.h"
IMPLEMENT_MODULE(FStringTableEditorModule, StringTableEditor);
const FName FStringTableEditorModule::StringTableEditorAppIdentifier("StringTableEditorApp");
void FStringTableEditorModule::StartupModule()
{
MenuExtensibilityManager = MakeShareable(new FExtensibilityManager);
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();
AssetTools.RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_StringTable()));
}
void FStringTableEditorModule::ShutdownModule()
{
MenuExtensibilityManager.Reset();
}
TSharedRef<IStringTableEditor> FStringTableEditorModule::CreateStringTableEditor(const EToolkitMode::Type Mode, const TSharedPtr<IToolkitHost>& InitToolkitHost, UStringTable* StringTable)
{
TSharedRef<FStringTableEditor> NewStringTableEditor(new FStringTableEditor());
NewStringTableEditor->InitStringTableEditor(Mode, InitToolkitHost, StringTable);
return NewStringTableEditor;
}