Files
UnrealEngineUWP/Engine/Source/Editor/AnimGraph/Private/AnimGraphModule.cpp
Marcus Wassmer 3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00

139 lines
7.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimGraphModule.h"
#include "Textures/SlateIcon.h"
#include "AnimGraphCommands.h"
#include "Modules/ModuleManager.h"
#include "AnimNodeEditModes.h"
#include "EditorModeRegistry.h"
#include "AnimNodeEditMode.h"
#include "Modules/ModuleManager.h"
#include "PropertyEditorModule.h"
#include "AnimGraphNode_PoseDriver.h"
#include "PoseDriverDetails.h"
#include "EditModes/TwoBoneIKEditMode.h"
#include "EditModes/ObserveBoneEditMode.h"
#include "EditModes/ModifyBoneEditMode.h"
#include "EditModes/FabrikEditMode.h"
#include "EditModes/PoseDriverEditMode.h"
#include "EditModes/SplineIKEditMode.h"
#include "EditModes/LookAtEditMode.h"
#include "EditModes/CCDIKEditMode.h"
#include "AnimBlueprintPinInfoDetails.h"
#include "BlueprintEditorModule.h"
#include "AnimGraphDetails.h"
#include "AnimationGraphSchema.h"
#include "AnimBlueprintCompiler.h"
#include "AnimBlueprintCompilerHandler_Base.h"
#include "AnimBlueprintCompilerHandler_CachedPose.h"
#include "AnimBlueprintCompilerHandler_LinkedAnimGraph.h"
#include "AnimBlueprintCompilerHandler_StateMachine.h"
IMPLEMENT_MODULE(FAnimGraphModule, AnimGraph);
#define LOCTEXT_NAMESPACE "AnimGraphModule"
void FAnimGraphModule::StartupModule()
{
FAnimGraphCommands::Register();
FKismetCompilerContext::RegisterCompilerForBP(UAnimBlueprint::StaticClass(), [](UBlueprint* InBlueprint, FCompilerResultsLog& InMessageLog, const FKismetCompilerOptions& InCompileOptions)
{
return MakeShared<FAnimBlueprintCompilerContext>(CastChecked<UAnimBlueprint>(InBlueprint), InMessageLog, InCompileOptions);
});
// Register node compilation handlers
IAnimBlueprintCompilerHandlerCollection::RegisterHandler("AnimBlueprintCompilerHandler_Base", [](IAnimBlueprintCompilerCreationContext& InCreationContext)
{
return MakeUnique<FAnimBlueprintCompilerHandler_Base>(InCreationContext);
});
IAnimBlueprintCompilerHandlerCollection::RegisterHandler("AnimBlueprintCompilerHandler_CachedPose", [](IAnimBlueprintCompilerCreationContext& InCreationContext)
{
return MakeUnique<FAnimBlueprintCompilerHandler_CachedPose>(InCreationContext);
});
IAnimBlueprintCompilerHandlerCollection::RegisterHandler("AnimBlueprintCompilerHandler_LinkedAnimGraph", [](IAnimBlueprintCompilerCreationContext& InCreationContext)
{
return MakeUnique<FAnimBlueprintCompilerHandler_LinkedAnimGraph>(InCreationContext);
});
IAnimBlueprintCompilerHandlerCollection::RegisterHandler("AnimBlueprintCompilerHandler_StateMachine", [](IAnimBlueprintCompilerCreationContext& InCreationContext)
{
return MakeUnique<FAnimBlueprintCompilerHandler_StateMachine>(InCreationContext);
});
// Register the editor modes
FEditorModeRegistry::Get().RegisterMode<FAnimNodeEditMode>(AnimNodeEditModes::AnimNode, LOCTEXT("AnimNodeEditMode", "Anim Node"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FTwoBoneIKEditMode>(AnimNodeEditModes::TwoBoneIK, LOCTEXT("TwoBoneIKEditMode", "2-Bone IK"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FObserveBoneEditMode>(AnimNodeEditModes::ObserveBone, LOCTEXT("ObserveBoneEditMode", "Observe Bone"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FModifyBoneEditMode>(AnimNodeEditModes::ModifyBone, LOCTEXT("ModifyBoneEditMode", "Modify Bone"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FFabrikEditMode>(AnimNodeEditModes::Fabrik, LOCTEXT("FabrikEditMode", "Fabrik"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FPoseDriverEditMode>(AnimNodeEditModes::PoseDriver, LOCTEXT("PoseDriverEditMode", "PoseDriver"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FSplineIKEditMode>(AnimNodeEditModes::SplineIK, LOCTEXT("SplineIKEditMode", "Spline IK"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FLookAtEditMode>(AnimNodeEditModes::LookAt, LOCTEXT("LookAtEditMode", "LookAt"), FSlateIcon(), false);
FEditorModeRegistry::Get().RegisterMode<FCCDIKEditMode>(AnimNodeEditModes::CCDIK, LOCTEXT("CCDIKEditMode", "CCD IK"), FSlateIcon(), false);
// Register details customization
FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
PropertyModule.RegisterCustomClassLayout(UAnimGraphNode_PoseDriver::StaticClass()->GetFName(), FOnGetDetailCustomizationInstance::CreateStatic(&FPoseDriverDetails::MakeInstance));
PropertyModule.RegisterCustomPropertyTypeLayout("AnimBlueprintFunctionPinInfo", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FAnimBlueprintFunctionPinInfoDetails::MakeInstance));
// Register BP-editor function customization once the Kismet module is loaded.
if (FModuleManager::Get().IsModuleLoaded("Kismet"))
{
FBlueprintEditorModule& BlueprintEditorModule = FModuleManager::GetModuleChecked<FBlueprintEditorModule>("Kismet");
BlueprintEditorModule.RegisterGraphCustomization(GetDefault<UAnimationGraphSchema>(), FOnGetGraphCustomizationInstance::CreateStatic(&FAnimGraphDetails::MakeInstance));
}
else
{
FModuleManager::Get().OnModulesChanged().AddLambda([](FName InModuleName, EModuleChangeReason InReason)
{
if (InReason == EModuleChangeReason::ModuleLoaded && InModuleName == "Kismet")
{
FBlueprintEditorModule& BlueprintEditorModule = FModuleManager::LoadModuleChecked<FBlueprintEditorModule>("Kismet");
BlueprintEditorModule.RegisterGraphCustomization(GetDefault<UAnimationGraphSchema>(), FOnGetGraphCustomizationInstance::CreateStatic(&FAnimGraphDetails::MakeInstance));
}
});
}
}
void FAnimGraphModule::ShutdownModule()
{
IAnimBlueprintCompilerHandlerCollection::UnregisterHandler("AnimBlueprintCompilerHandler_Base");
IAnimBlueprintCompilerHandlerCollection::UnregisterHandler("AnimBlueprintCompilerHandler_CachedPose");
IAnimBlueprintCompilerHandlerCollection::UnregisterHandler("AnimBlueprintCompilerHandler_LinkedAnimGraph");
IAnimBlueprintCompilerHandlerCollection::UnregisterHandler("AnimBlueprintCompilerHandler_StateMachine");
// Unregister the editor modes
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::CCDIK);
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::SplineIK);
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::PoseDriver);
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::Fabrik);
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::ModifyBone);
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::ObserveBone);
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::TwoBoneIK);
FEditorModeRegistry::Get().UnregisterMode(AnimNodeEditModes::AnimNode);
// Unregister details customization
if (UObjectInitialized() && FModuleManager::Get().IsModuleLoaded(TEXT("PropertyEditor")))
{
// Unregister details customization
FPropertyEditorModule* PropertyModule = FModuleManager::GetModulePtr<FPropertyEditorModule>("PropertyEditor");
if (PropertyModule)
{
PropertyModule->UnregisterCustomClassLayout(UAnimGraphNode_PoseDriver::StaticClass()->GetFName());
PropertyModule->UnregisterCustomPropertyTypeLayout("AnimBlueprintFunctionPinInfo");
}
FBlueprintEditorModule* BlueprintEditorModule = FModuleManager::GetModulePtr<FBlueprintEditorModule>("Kismet");
if(BlueprintEditorModule)
{
BlueprintEditorModule->UnregisterGraphCustomization(GetDefault<UAnimationGraphSchema>());
}
}
}
#undef LOCTEXT_NAMESPACE