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50 lines
1.4 KiB
C++
50 lines
1.4 KiB
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "SequencerPrivatePCH.h"
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#include "ModuleManager.h"
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#include "Sequencer.h"
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#include "Toolkits/ToolkitManager.h"
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#include "SequencerCommands.h"
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/**
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* SequencerModule implementation (private)
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*/
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class FSequencerModule : public ISequencerModule
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{
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/** ISequencerModule interface */
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virtual TSharedPtr<ISequencer> CreateSequencer( const EToolkitMode::Type Mode, const TSharedPtr< IToolkitHost >& InitToolkitHost, UObject* ObjectToEdit ) OVERRIDE
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{
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TSharedRef< FSequencer > SequencerInUse = MakeShareable(new FSequencer);
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SequencerInUse->InitSequencer( Mode, InitToolkitHost, ObjectToEdit, TrackEditorDelegates );
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return SequencerInUse;
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}
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virtual void RegisterTrackEditor( FOnCreateTrackEditor InOnCreateTrackEditor ) OVERRIDE
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{
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TrackEditorDelegates.AddUnique( InOnCreateTrackEditor );
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}
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virtual void UnRegisterTrackEditor( FOnCreateTrackEditor InOnCreateTrackEditor ) OVERRIDE
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{
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TrackEditorDelegates.Remove( InOnCreateTrackEditor );
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}
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virtual void StartupModule() OVERRIDE
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{
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FSequencerCommands::Register();
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}
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virtual void ShutdownModule() OVERRIDE
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{
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FSequencerCommands::Unregister();
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}
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private:
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/** List of auto-key handler delegates sequencers will execute when they are created */
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TArray< FOnCreateTrackEditor > TrackEditorDelegates;
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};
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IMPLEMENT_MODULE( FSequencerModule, Sequencer );
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