Files
UnrealEngineUWP/Engine/Source/Editor/MovieSceneTools/Private/MovieSceneToolsModule.cpp
Francis Hurteau 57c677da93 Copying //UE4/Dev-Enterprise@4705006 to Dev-Main (//UE4/Dev-Main)
#rb none
#lockdown Nick.Penwarden

[CL 4705151 by Francis Hurteau in Main branch]
2019-01-10 17:26:53 -05:00

273 lines
16 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "MovieSceneToolsModule.h"
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
#include "Curves/RichCurve.h"
#include "ISequencerModule.h"
#include "MovieSceneToolsProjectSettingsCustomization.h"
#include "TrackEditors/PropertyTrackEditors/BoolPropertyTrackEditor.h"
#include "TrackEditors/PropertyTrackEditors/BytePropertyTrackEditor.h"
#include "TrackEditors/PropertyTrackEditors/ColorPropertyTrackEditor.h"
#include "TrackEditors/PropertyTrackEditors/FloatPropertyTrackEditor.h"
#include "TrackEditors/PropertyTrackEditors/IntegerPropertyTrackEditor.h"
#include "TrackEditors/PropertyTrackEditors/VectorPropertyTrackEditor.h"
#include "TrackEditors/PropertyTrackEditors/TransformPropertyTrackEditor.h"
#include "TrackEditors/PropertyTrackEditors/EulerTransformPropertyTrackEditor.h"
#include "TrackEditors/PropertyTrackEditors/VisibilityPropertyTrackEditor.h"
#include "TrackEditors/PropertyTrackEditors/ActorReferencePropertyTrackEditor.h"
#include "TrackEditors/PropertyTrackEditors/StringPropertyTrackEditor.h"
#include "TrackEditors/TransformTrackEditor.h"
#include "TrackEditors/CameraCutTrackEditor.h"
#include "TrackEditors/CinematicShotTrackEditor.h"
#include "TrackEditors/SlomoTrackEditor.h"
#include "TrackEditors/SubTrackEditor.h"
#include "TrackEditors/AudioTrackEditor.h"
#include "TrackEditors/SkeletalAnimationTrackEditor.h"
#include "TrackEditors/ParticleTrackEditor.h"
#include "TrackEditors/ParticleParameterTrackEditor.h"
#include "TrackEditors/AttachTrackEditor.h"
#include "TrackEditors/EventTrackEditor.h"
#include "TrackEditors/PathTrackEditor.h"
#include "TrackEditors/MaterialTrackEditor.h"
#include "TrackEditors/FadeTrackEditor.h"
#include "TrackEditors/SpawnTrackEditor.h"
#include "TrackEditors/LevelVisibilityTrackEditor.h"
#include "TrackEditors/CameraAnimTrackEditor.h"
#include "TrackEditors/CameraShakeTrackEditor.h"
#include "TrackEditors/MaterialParameterCollectionTrackEditor.h"
#include "TrackEditors/ObjectPropertyTrackEditor.h"
#include "TrackEditors/PrimitiveMaterialTrackEditor.h"
#include "MovieSceneBuiltInEasingFunctionCustomization.h"
#include "MovieSceneObjectBindingIDCustomization.h"
#include "MovieSceneEventCustomization.h"
#include "SequencerClipboardReconciler.h"
#include "ClipboardTypes.h"
#include "ISettingsModule.h"
#include "PropertyEditorModule.h"
#include "IMovieSceneTools.h"
#include "MovieSceneToolsProjectSettings.h"
#include "ISequencerChannelInterface.h"
#include "SequencerChannelInterface.h"
#include "Channels/BuiltInChannelEditors.h"
#include "Channels/MovieSceneObjectPathChannel.h"
#include "Channels/MovieSceneEventChannel.h"
#include "Sections/MovieSceneEventSection.h"
#define LOCTEXT_NAMESPACE "FMovieSceneToolsModule"
void FMovieSceneToolsModule::StartupModule()
{
if (ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings"))
{
SettingsModule->RegisterSettings("Project", "Editor", "Level Sequences",
LOCTEXT("RuntimeSettingsName", "Level Sequences"),
LOCTEXT("RuntimeSettingsDescription", "Configure project settings relating to Level Sequences"),
GetMutableDefault<UMovieSceneToolsProjectSettings>()
);
}
ISequencerModule& SequencerModule = FModuleManager::Get().LoadModuleChecked<ISequencerModule>( "Sequencer" );
// register property track editors
BoolPropertyTrackCreateEditorHandle = SequencerModule.RegisterPropertyTrackEditor<FBoolPropertyTrackEditor>();
BytePropertyTrackCreateEditorHandle = SequencerModule.RegisterPropertyTrackEditor<FBytePropertyTrackEditor>();
ColorPropertyTrackCreateEditorHandle = SequencerModule.RegisterPropertyTrackEditor<FColorPropertyTrackEditor>();
FloatPropertyTrackCreateEditorHandle = SequencerModule.RegisterPropertyTrackEditor<FFloatPropertyTrackEditor>();
IntegerPropertyTrackCreateEditorHandle = SequencerModule.RegisterPropertyTrackEditor<FIntegerPropertyTrackEditor>();
VectorPropertyTrackCreateEditorHandle = SequencerModule.RegisterPropertyTrackEditor<FVectorPropertyTrackEditor>();
TransformPropertyTrackCreateEditorHandle = SequencerModule.RegisterPropertyTrackEditor<FTransformPropertyTrackEditor>();
EulerTransformPropertyTrackCreateEditorHandle = SequencerModule.RegisterPropertyTrackEditor<FEulerTransformPropertyTrackEditor>();
VisibilityPropertyTrackCreateEditorHandle = SequencerModule.RegisterPropertyTrackEditor<FVisibilityPropertyTrackEditor>();
ActorReferencePropertyTrackCreateEditorHandle = SequencerModule.RegisterPropertyTrackEditor<FActorReferencePropertyTrackEditor>();
StringPropertyTrackCreateEditorHandle = SequencerModule.RegisterPropertyTrackEditor<FStringPropertyTrackEditor>();
ObjectTrackCreateEditorHandle = SequencerModule.RegisterPropertyTrackEditor<FObjectPropertyTrackEditor>();
// register specialty track editors
AnimationTrackCreateEditorHandle = SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FSkeletalAnimationTrackEditor::CreateTrackEditor ) );
AttachTrackCreateEditorHandle = SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &F3DAttachTrackEditor::CreateTrackEditor ) );
AudioTrackCreateEditorHandle = SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FAudioTrackEditor::CreateTrackEditor ) );
EventTrackCreateEditorHandle = SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FEventTrackEditor::CreateTrackEditor ) );
ParticleTrackCreateEditorHandle = SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FParticleTrackEditor::CreateTrackEditor ) );
ParticleParameterTrackCreateEditorHandle = SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FParticleParameterTrackEditor::CreateTrackEditor ) );
PathTrackCreateEditorHandle = SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &F3DPathTrackEditor::CreateTrackEditor ) );
CameraCutTrackCreateEditorHandle = SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FCameraCutTrackEditor::CreateTrackEditor ) );
CinematicShotTrackCreateEditorHandle = SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FCinematicShotTrackEditor::CreateTrackEditor ) );
SlomoTrackCreateEditorHandle = SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FSlomoTrackEditor::CreateTrackEditor ) );
SubTrackCreateEditorHandle = SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FSubTrackEditor::CreateTrackEditor ) );
TransformTrackCreateEditorHandle = SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &F3DTransformTrackEditor::CreateTrackEditor ) );
ComponentMaterialTrackCreateEditorHandle = SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FComponentMaterialTrackEditor::CreateTrackEditor ) );
FadeTrackCreateEditorHandle = SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FFadeTrackEditor::CreateTrackEditor ) );
SpawnTrackCreateEditorHandle = SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FSpawnTrackEditor::CreateTrackEditor ) );
LevelVisibilityTrackCreateEditorHandle = SequencerModule.RegisterTrackEditor( FOnCreateTrackEditor::CreateStatic( &FLevelVisibilityTrackEditor::CreateTrackEditor ) );
CameraAnimTrackCreateEditorHandle = SequencerModule.RegisterTrackEditor(FOnCreateTrackEditor::CreateStatic(&FCameraAnimTrackEditor::CreateTrackEditor));
CameraShakeTrackCreateEditorHandle = SequencerModule.RegisterTrackEditor(FOnCreateTrackEditor::CreateStatic(&FCameraShakeTrackEditor::CreateTrackEditor));
MPCTrackCreateEditorHandle = SequencerModule.RegisterTrackEditor(FOnCreateTrackEditor::CreateStatic(&FMaterialParameterCollectionTrackEditor::CreateTrackEditor));
PrimitiveMaterialCreateEditorHandle = SequencerModule.RegisterTrackEditor(FOnCreateTrackEditor::CreateStatic(&FPrimitiveMaterialTrackEditor::CreateTrackEditor));
RegisterClipboardConversions();
// register details customization
FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
PropertyModule.RegisterCustomClassLayout("MovieSceneToolsProjectSettings", FOnGetDetailCustomizationInstance::CreateStatic(&FMovieSceneToolsProjectSettingsCustomization::MakeInstance));
PropertyModule.RegisterCustomClassLayout("MovieSceneBuiltInEasingFunction", FOnGetDetailCustomizationInstance::CreateLambda(&MakeShared<FMovieSceneBuiltInEasingFunctionCustomization>));
PropertyModule.RegisterCustomPropertyTypeLayout("MovieSceneObjectBindingID", FOnGetPropertyTypeCustomizationInstance::CreateLambda(&MakeShared<FMovieSceneObjectBindingIDCustomization>));
PropertyModule.RegisterCustomPropertyTypeLayout("MovieSceneEvent", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FMovieSceneEventCustomization::MakeInstance));
SequencerModule.RegisterChannelInterface<FMovieSceneBoolChannel>();
SequencerModule.RegisterChannelInterface<FMovieSceneByteChannel>();
SequencerModule.RegisterChannelInterface<FMovieSceneIntegerChannel>();
SequencerModule.RegisterChannelInterface<FMovieSceneFloatChannel>();
SequencerModule.RegisterChannelInterface<FMovieSceneStringChannel>();
SequencerModule.RegisterChannelInterface<FMovieSceneParticleChannel>();
SequencerModule.RegisterChannelInterface<FMovieSceneActorReferenceData>();
SequencerModule.RegisterChannelInterface<FMovieSceneEventSectionData>();
SequencerModule.RegisterChannelInterface<FMovieSceneObjectPathChannel>();
SequencerModule.RegisterChannelInterface<FMovieSceneEventChannel>();
}
void FMovieSceneToolsModule::ShutdownModule()
{
if (ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings"))
{
SettingsModule->UnregisterSettings("Project", "Editor", "Level Sequences");
}
if (!FModuleManager::Get().IsModuleLoaded("Sequencer"))
{
return;
}
ISequencerModule& SequencerModule = FModuleManager::Get().GetModuleChecked<ISequencerModule>( "Sequencer" );
// unregister property track editors
SequencerModule.UnRegisterTrackEditor( BoolPropertyTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( BytePropertyTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( ColorPropertyTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( FloatPropertyTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( IntegerPropertyTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( VectorPropertyTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( TransformPropertyTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( EulerTransformPropertyTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( VisibilityPropertyTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( ActorReferencePropertyTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( StringPropertyTrackCreateEditorHandle );
// unregister specialty track editors
SequencerModule.UnRegisterTrackEditor( AnimationTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( AttachTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( AudioTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( EventTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( ParticleTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( ParticleParameterTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( PathTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( CameraCutTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( CinematicShotTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( SlomoTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( SubTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( TransformTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( ComponentMaterialTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( FadeTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( SpawnTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( LevelVisibilityTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( CameraAnimTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( CameraShakeTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( MPCTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( ObjectTrackCreateEditorHandle );
SequencerModule.UnRegisterTrackEditor( PrimitiveMaterialCreateEditorHandle );
if (FModuleManager::Get().IsModuleLoaded("PropertyEditor"))
{
FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
PropertyModule.UnregisterCustomClassLayout("MovieSceneToolsProjectSettings");
PropertyModule.UnregisterCustomClassLayout("MovieSceneBuiltInEasingFunction");
PropertyModule.UnregisterCustomPropertyTypeLayout("MovieSceneObjectBindingID");
PropertyModule.UnregisterCustomPropertyTypeLayout("MovieSceneEvent");
}
}
void FMovieSceneToolsModule::RegisterClipboardConversions()
{
using namespace MovieSceneClipboard;
DefineImplicitConversion<int32, uint8>();
DefineImplicitConversion<int32, bool>();
DefineImplicitConversion<uint8, int32>();
DefineImplicitConversion<uint8, bool>();
DefineExplicitConversion<int32, FMovieSceneFloatValue>([](const int32& In) -> FMovieSceneFloatValue { return FMovieSceneFloatValue(In); });
DefineExplicitConversion<uint8, FMovieSceneFloatValue>([](const uint8& In) -> FMovieSceneFloatValue { return FMovieSceneFloatValue(In); });
DefineExplicitConversion<FMovieSceneFloatValue, int32>([](const FMovieSceneFloatValue& In) -> int32 { return In.Value; });
DefineExplicitConversion<FMovieSceneFloatValue, uint8>([](const FMovieSceneFloatValue& In) -> uint8 { return In.Value; });
DefineExplicitConversion<FMovieSceneFloatValue, bool>([](const FMovieSceneFloatValue& In) -> bool { return !!In.Value; });
FSequencerClipboardReconciler::AddTrackAlias("Location.X", "R");
FSequencerClipboardReconciler::AddTrackAlias("Location.Y", "G");
FSequencerClipboardReconciler::AddTrackAlias("Location.Z", "B");
FSequencerClipboardReconciler::AddTrackAlias("Rotation.X", "R");
FSequencerClipboardReconciler::AddTrackAlias("Rotation.Y", "G");
FSequencerClipboardReconciler::AddTrackAlias("Rotation.Z", "B");
FSequencerClipboardReconciler::AddTrackAlias("Scale.X", "R");
FSequencerClipboardReconciler::AddTrackAlias("Scale.Y", "G");
FSequencerClipboardReconciler::AddTrackAlias("Scale.Z", "B");
FSequencerClipboardReconciler::AddTrackAlias("X", "R");
FSequencerClipboardReconciler::AddTrackAlias("Y", "G");
FSequencerClipboardReconciler::AddTrackAlias("Z", "B");
FSequencerClipboardReconciler::AddTrackAlias("W", "A");
}
void FMovieSceneToolsModule::RegisterTakeData(IMovieSceneToolsTakeData* InTakeData)
{
checkf(!TakeDatas.Contains(InTakeData), TEXT("Take Data is already registered"));
TakeDatas.Add(InTakeData);
}
void FMovieSceneToolsModule::UnregisterTakeData(IMovieSceneToolsTakeData* InTakeData)
{
checkf(TakeDatas.Contains(InTakeData), TEXT("Take Data is not registered"));
TakeDatas.Remove(InTakeData);
}
bool FMovieSceneToolsModule::GatherTakes(const UMovieSceneSection* Section, TArray<uint32>& TakeNumbers, uint32& CurrentTakeNumber)
{
for (IMovieSceneToolsTakeData* TakeData : TakeDatas)
{
if (TakeData->GatherTakes(Section, TakeNumbers, CurrentTakeNumber))
{
return true;
}
}
return false;
}
UObject* FMovieSceneToolsModule::GetTake(const UMovieSceneSection* Section, uint32 TakeNumber)
{
for (IMovieSceneToolsTakeData* TakeData : TakeDatas)
{
if (UObject* TakeObject = TakeData->GetTake(Section, TakeNumber))
{
return TakeObject;
}
}
return nullptr;
}
IMPLEMENT_MODULE( FMovieSceneToolsModule, MovieSceneTools );
#undef LOCTEXT_NAMESPACE