Files
UnrealEngineUWP/Engine/Source/Editor/ComponentVisualizers/Private/ComponentVisualizers.cpp
Ben Marsh 7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00

87 lines
4.1 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "ComponentVisualizers.h"
#include "Modules/ModuleManager.h"
#include "Components/PrimitiveComponent.h"
#include "Editor/UnrealEdEngine.h"
#include "Components/AudioComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "Components/PointLightComponent.h"
#include "Components/SpotLightComponent.h"
#include "Components/RectLightComponent.h"
#include "Components/DecalComponent.h"
#include "PhysicsEngine/RadialForceComponent.h"
#include "UnrealEdGlobals.h"
#include "Perception/PawnSensingComponent.h"
#include "PhysicsEngine/PhysicsSpringComponent.h"
#include "PointLightComponentVisualizer.h"
#include "SpotLightComponentVisualizer.h"
#include "RectLightComponentVisualizer.h"
#include "AudioComponentVisualizer.h"
#include "RadialForceComponentVisualizer.h"
#include "ConstraintComponentVisualizer.h"
#include "PhysicalAnimationComponentVisualizer.h"
#include "SpringArmComponentVisualizer.h"
#include "Components/SplineComponent.h"
#include "SplineComponentVisualizer.h"
#include "Components/SplineMeshComponent.h"
#include "SplineMeshComponentVisualizer.h"
#include "DecalComponentVisualizer.h"
#include "SensingComponentVisualizer.h"
#include "SpringComponentVisualizer.h"
#include "StereoLayerComponentVisualizer.h"
#include "PhysicsEngine/PhysicsConstraintComponent.h"
#include "PhysicsEngine/PhysicalAnimationComponent.h"
#include "Components/StereoLayerComponent.h"
#include "ForceFeedbackComponentVisualizer.h"
IMPLEMENT_MODULE( FComponentVisualizersModule, ComponentVisualizers );
void FComponentVisualizersModule::StartupModule()
{
RegisterComponentVisualizer(UPointLightComponent::StaticClass()->GetFName(), MakeShareable(new FPointLightComponentVisualizer));
RegisterComponentVisualizer(USpotLightComponent::StaticClass()->GetFName(), MakeShareable(new FSpotLightComponentVisualizer));
RegisterComponentVisualizer(URectLightComponent::StaticClass()->GetFName(), MakeShareable(new FRectLightComponentVisualizer));
RegisterComponentVisualizer(UAudioComponent::StaticClass()->GetFName(), MakeShareable(new FAudioComponentVisualizer));
RegisterComponentVisualizer(UForceFeedbackComponent::StaticClass()->GetFName(), MakeShareable(new FForceFeedbackComponentVisualizer));
RegisterComponentVisualizer(URadialForceComponent::StaticClass()->GetFName(), MakeShareable(new FRadialForceComponentVisualizer));
RegisterComponentVisualizer(UPhysicsConstraintComponent::StaticClass()->GetFName(), MakeShareable(new FConstraintComponentVisualizer));
RegisterComponentVisualizer(UPhysicalAnimationComponent::StaticClass()->GetFName(), MakeShareable(new FPhysicsAnimationComponentVisualizer));
RegisterComponentVisualizer(USpringArmComponent::StaticClass()->GetFName(), MakeShareable(new FSpringArmComponentVisualizer));
RegisterComponentVisualizer(USplineComponent::StaticClass()->GetFName(), MakeShareable(new FSplineComponentVisualizer));
RegisterComponentVisualizer(USplineMeshComponent::StaticClass()->GetFName(), MakeShareable(new FSplineMeshComponentVisualizer));
RegisterComponentVisualizer(UPawnSensingComponent::StaticClass()->GetFName(), MakeShareable(new FSensingComponentVisualizer));
RegisterComponentVisualizer(UPhysicsSpringComponent::StaticClass()->GetFName(), MakeShareable(new FSpringComponentVisualizer));
RegisterComponentVisualizer(UDecalComponent::StaticClass()->GetFName(), MakeShareable(new FDecalComponentVisualizer));
RegisterComponentVisualizer(UStereoLayerComponent::StaticClass()->GetFName(), MakeShareable(new FStereoLayerComponentVisualizer));
}
void FComponentVisualizersModule::ShutdownModule()
{
if(GUnrealEd != NULL)
{
// Iterate over all class names we registered for
for(FName ClassName : RegisteredComponentClassNames)
{
GUnrealEd->UnregisterComponentVisualizer(ClassName);
}
}
}
void FComponentVisualizersModule::RegisterComponentVisualizer(FName ComponentClassName, TSharedPtr<FComponentVisualizer> Visualizer)
{
if (GUnrealEd != NULL)
{
GUnrealEd->RegisterComponentVisualizer(ComponentClassName, Visualizer);
}
RegisteredComponentClassNames.Add(ComponentClassName);
if (Visualizer.IsValid())
{
Visualizer->OnRegister();
}
}