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