Files
UnrealEngineUWP/Engine/Source/Developer/MovieSceneTools/Private/MovieSceneToolsModule.cpp
2014-03-14 14:13:41 -04:00

87 lines
4.1 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "MovieSceneToolsPrivatePCH.h"
#include "ModuleManager.h"
// @todo sequencer uobjects: The *.generated.inl should auto-include required headers (they should always have #pragma once anyway)
#include "MovieSceneFactory.h"
#include "K2Node_PlayMovieScene.h"
#include "MovieSceneTools.generated.inl"
#include "ISequencerModule.h"
#include "Kismet2/BlueprintEditorUtils.h"
#include "MovieSceneSection.h"
#include "ISequencerSection.h"
#include "AssetToolsModule.h"
#include "AssetTypeActions_MovieScene.h"
#include "ScopedTransaction.h"
#include "MovieScene.h"
#include "MovieSceneTrackEditor.h"
#include "PropertyTrackEditor.h"
#include "TransformTrackEditor.h"
#include "DirectorTrackEditor.h"
#include "SubMovieSceneTrackEditor.h"
#include "AudioTrackEditor.h"
#include "AnimationTrackEditor.h"
#include "ParticleTrackEditor.h"
/**
* MovieSceneTools module implementation (private)
*/
class FMovieSceneToolsModule : public IMovieSceneTools
{
virtual void StartupModule() OVERRIDE
{
MovieSceneAssetTypeActions = MakeShareable( new FAssetTypeActions_MovieScene );
FModuleManager::LoadModuleChecked< FAssetToolsModule >( "AssetTools" ).Get().RegisterAssetTypeActions( MovieSceneAssetTypeActions.ToSharedRef() );
// Register with the sequencer module that we provide auto-key handlers.
ISequencerModule& SequencerModule = FModuleManager::Get().LoadModuleChecked<ISequencerModule>( "Sequencer" );
SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FPropertyTrackEditor::CreateTrackEditor ) );
SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FTransformTrackEditor::CreateTrackEditor ) );
SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FDirectorTrackEditor::CreateTrackEditor ) );
SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FSubMovieSceneTrackEditor::CreateTrackEditor ) );
SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FAudioTrackEditor::CreateTrackEditor ) );
SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FAnimationTrackEditor::CreateTrackEditor ) );
SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FParticleTrackEditor::CreateTrackEditor ) );
}
virtual void ShutdownModule() OVERRIDE
{
// Only unregister if the asset tools module is loaded. We don't want to forcibly load it during shutdown phase.
check( MovieSceneAssetTypeActions.IsValid() );
if( FModuleManager::Get().IsModuleLoaded( "AssetTools" ) )
{
FModuleManager::GetModuleChecked< FAssetToolsModule >( "AssetTools" ).Get().UnregisterAssetTypeActions( MovieSceneAssetTypeActions.ToSharedRef() );
}
MovieSceneAssetTypeActions.Reset();
if( FModuleManager::Get().IsModuleLoaded( "Sequencer" ) )
{
// Unregister auto key handlers
ISequencerModule& SequencerModule = FModuleManager::Get().GetModuleChecked<ISequencerModule>( "Sequencer" );
SequencerModule.UnRegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FPropertyTrackEditor::CreateTrackEditor ) );
SequencerModule.UnRegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FTransformTrackEditor::CreateTrackEditor ) );
SequencerModule.UnRegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FDirectorTrackEditor::CreateTrackEditor ) );
SequencerModule.UnRegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FSubMovieSceneTrackEditor::CreateTrackEditor ) );
SequencerModule.UnRegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FAudioTrackEditor::CreateTrackEditor ) );
SequencerModule.UnRegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FAnimationTrackEditor::CreateTrackEditor ) );
SequencerModule.UnRegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FParticleTrackEditor::CreateTrackEditor ) );
}
}
private:
/** Asset type actions for MovieScene assets. Cached here so that we can unregister it during shutdown. */
TSharedPtr< FAssetTypeActions_MovieScene > MovieSceneAssetTypeActions;
};
IMPLEMENT_MODULE( FMovieSceneToolsModule, MovieSceneTools );