Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/EditorModeRegistry.cpp
Lauren Barnes 6248f8d412 Replacing legacy EditorStyle calls with AppStyle
#preflight 6272a74d2f6d177be3c6fdda
#rb Matt.Kuhlenschmidt

#ROBOMERGE-OWNER: Lauren.Barnes
#ROBOMERGE-AUTHOR: lauren.barnes
#ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690)
#ROBOMERGE-CONFLICT from-shelf

[CL 20105363 by Lauren Barnes in ue5-main branch]
2022-05-09 13:12:28 -04:00

153 lines
4.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "EditorModeRegistry.h"
#include "Modules/ModuleManager.h"
#include "Styling/AppStyle.h"
#include "EdMode.h"
#include "EditorModes.h"
#include "Editor/PlacementMode/Public/IPlacementModeModule.h"
#include "Editor/LandscapeEditor/Public/LandscapeEditorModule.h"
#include "Editor/MeshPaint/Public/MeshPaintModule.h"
#include "Editor/ActorPickerMode/Public/ActorPickerMode.h"
#include "Editor/SceneDepthPickerMode/Public/SceneDepthPickerMode.h"
#include "Editor/FoliageEdit/Public/FoliageEditModule.h"
#include "Editor/VirtualTexturingEditor/Public/VirtualTexturingEditorModule.h"
#include "Subsystems/AssetEditorSubsystem.h"
FEditorModeFactory::FEditorModeFactory(const FEditorModeInfo& InModeInfo)
: ModeInfo(InModeInfo)
{
}
FEditorModeFactory::FEditorModeFactory(FEditorModeInfo&& InModeInfo)
: ModeInfo(InModeInfo)
{
}
FEditorModeFactory::~FEditorModeFactory()
{
}
FEditorModeInfo FEditorModeFactory::GetModeInfo() const
{
return ModeInfo;
}
TSharedRef<FEdMode> FEditorModeFactory::CreateMode() const
{
return FactoryCallback.Execute();
}
void FEditorModeRegistry::Initialize()
{
// Send notifications for any legacy modes that were registered before the asset subsystem started up
UAssetEditorSubsystem* AssetEditorSubsystem = GEditor->GetEditorSubsystem<UAssetEditorSubsystem>();
for (const FactoryMap::ElementType& ModeEntry : ModeFactories)
{
AssetEditorSubsystem->OnEditorModeRegistered().Broadcast(ModeEntry.Key);
}
// Add default editor modes
FModuleManager::LoadModuleChecked<FActorPickerModeModule>(TEXT("ActorPickerMode"));
FModuleManager::LoadModuleChecked<FSceneDepthPickerModeModule>(TEXT("SceneDepthPickerMode"));
FModuleManager::LoadModuleChecked<ILandscapeEditorModule>(TEXT("LandscapeEditor"));
FModuleManager::LoadModuleChecked<IFoliageEditModule>(TEXT("FoliageEdit"));
FModuleManager::LoadModuleChecked<IVirtualTexturingEditorModule>(TEXT("VirtualTexturingEditor"));
bInitialized = true;
}
void FEditorModeRegistry::Shutdown()
{
bInitialized = false;
UAssetEditorSubsystem* AssetEditorSubsystem = GEditor->GetEditorSubsystem<UAssetEditorSubsystem>();
for (auto& ModeEntry : ModeFactories)
{
AssetEditorSubsystem->OnEditorModeUnregistered().Broadcast(ModeEntry.Key);
}
ModeFactories.Empty();
}
FEditorModeRegistry& FEditorModeRegistry::Get()
{
static TSharedRef<FEditorModeRegistry> GModeRegistry = MakeShared<FEditorModeRegistry>();
return GModeRegistry.Get();
}
TArray<FEditorModeInfo> FEditorModeRegistry::GetSortedModeInfo() const
{
return GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->GetEditorModeInfoOrderedByPriority();
}
FEditorModeInfo FEditorModeRegistry::GetModeInfo(FEditorModeID ModeID) const
{
FEditorModeInfo Result;
GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->FindEditorModeInfo(ModeID, Result);
return Result;
}
TSharedPtr<FEdMode> FEditorModeRegistry::CreateMode(FEditorModeID ModeID, FEditorModeTools& Owner)
{
const TSharedRef<IEditorModeFactory>* ModeFactory = ModeFactories.Find(ModeID);
if (ModeFactory)
{
TSharedRef<FEdMode> Instance = (*ModeFactory)->CreateMode();
// Assign the mode info from the factory before we initialize
Instance->Info = (*ModeFactory)->GetModeInfo();
Instance->Owner = &Owner;
Instance->Initialize();
return Instance;
}
return nullptr;
}
void FEditorModeRegistry::RegisterMode(FEditorModeID ModeID, TSharedRef<IEditorModeFactory> Factory)
{
check(ModeID != FBuiltinEditorModes::EM_None);
check(!ModeFactories.Contains(ModeID));
ModeFactories.Add(ModeID, Factory);
if (bInitialized)
{
UAssetEditorSubsystem* AssetEditorSubsystem = GEditor->GetEditorSubsystem<UAssetEditorSubsystem>();
AssetEditorSubsystem->OnEditorModeRegistered().Broadcast(ModeID);
AssetEditorSubsystem->OnEditorModesChanged().Broadcast();
}
}
void FEditorModeRegistry::UnregisterMode(FEditorModeID ModeID)
{
// First off delete the factory
if (ModeFactories.Remove(ModeID) > 0 && bInitialized)
{
UAssetEditorSubsystem* AssetEditorSubsystem = GEditor->GetEditorSubsystem<UAssetEditorSubsystem>();
AssetEditorSubsystem->OnEditorModeUnregistered().Broadcast(ModeID);
AssetEditorSubsystem->OnEditorModesChanged().Broadcast();
}
}
FRegisteredModesChangedEvent& FEditorModeRegistry::OnRegisteredModesChanged()
{
return GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->OnEditorModesChanged();
}
FOnModeRegistered& FEditorModeRegistry::OnModeRegistered()
{
return GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->OnEditorModeRegistered();
}
FOnModeUnregistered& FEditorModeRegistry::OnModeUnregistered()
{
return GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->OnEditorModeUnregistered();
}