Files
UnrealEngineUWP/Engine/Source/Editor/AnimationBlueprintEditor/Private/AnimationBlueprintInterfaceEditorMode.cpp

101 lines
3.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AnimationBlueprintInterfaceEditorMode.h"
#include "Animation/DebugSkelMeshComponent.h"
#include "Animation/AnimInstance.h"
#include "IPersonaToolkit.h"
#include "BlueprintEditorTabs.h"
#include "ISkeletonEditorModule.h"
#include "PersonaModule.h"
#include "SBlueprintEditorToolbar.h"
#include "IPersonaPreviewScene.h"
#include "ToolMenus.h"
FAnimationBlueprintInterfaceEditorMode::FAnimationBlueprintInterfaceEditorMode(const TSharedRef<FAnimationBlueprintEditor>& InAnimationBlueprintEditor)
: FBlueprintInterfaceApplicationMode(InAnimationBlueprintEditor, FAnimationBlueprintEditorModes::AnimationBlueprintInterfaceEditorMode, FAnimationBlueprintEditorModes::GetLocalizedMode)
{
AnimBlueprintPtr = CastChecked<UAnimBlueprint>(InAnimationBlueprintEditor->GetBlueprintObj());
TabLayout = FTabManager::NewLayout( "Standalone_AnimationBlueprintInterfaceEditMode_Layout_v1.1" )
->AddArea
(
FTabManager::NewPrimaryArea()
->SetOrientation(Orient_Vertical)
->Split
(
// Main application area
FTabManager::NewSplitter()
->SetOrientation(Orient_Horizontal)
->Split
(
// Middle
FTabManager::NewSplitter()
->SetOrientation(Orient_Vertical)
->SetSizeCoefficient(0.75f)
->Split
(
// Middle top - document edit area
FTabManager::NewStack()
->SetSizeCoefficient(0.8f)
->AddTab("Document", ETabState::ClosedTab)
)
->Split
(
// Middle bottom - compiler results & find
FTabManager::NewStack()
->SetSizeCoefficient(0.2f)
->AddTab(FBlueprintEditorTabs::CompilerResultsID, ETabState::ClosedTab)
->AddTab(FBlueprintEditorTabs::FindResultsID, ETabState::ClosedTab)
)
)
->Split
(
// Right side
FTabManager::NewSplitter()
->SetSizeCoefficient(0.25f)
->SetOrientation(Orient_Vertical)
->Split
(
// Right top - details and my blueprint
FTabManager::NewStack()
->SetHideTabWell(false)
->SetSizeCoefficient(0.5f)
->AddTab(FBlueprintEditorTabs::MyBlueprintID, ETabState::OpenedTab)
)
->Split
(
// Middle bottom - compiler results & find
FTabManager::NewStack()
->SetSizeCoefficient(0.5f)
->AddTab(FBlueprintEditorTabs::DetailsID, ETabState::OpenedTab)
)
)
)
);
FPersonaModule& PersonaModule = FModuleManager::LoadModuleChecked<FPersonaModule>("Persona");
ToolbarExtender = MakeShareable(new FExtender);
if (UToolMenu* Toolbar = InAnimationBlueprintEditor->RegisterModeToolbarIfUnregistered(GetModeName()))
{
InAnimationBlueprintEditor->GetToolbarBuilder()->AddCompileToolbar(Toolbar);
InAnimationBlueprintEditor->GetToolbarBuilder()->AddBlueprintGlobalOptionsToolbar(Toolbar);
}
PersonaModule.OnRegisterTabs().Broadcast(TabFactories, InAnimationBlueprintEditor);
LayoutExtender = MakeShared<FLayoutExtender>();
PersonaModule.OnRegisterLayoutExtensions().Broadcast(*LayoutExtender.Get());
TabLayout->ProcessExtensions(*LayoutExtender.Get());
}
void FAnimationBlueprintInterfaceEditorMode::RegisterTabFactories(TSharedPtr<FTabManager> InTabManager)
{
TSharedPtr<FBlueprintEditor> BP = MyBlueprintEditor.Pin();
BP->RegisterToolbarTab(InTabManager.ToSharedRef());
// Mode-specific setup
BP->PushTabFactories(BlueprintInterfaceTabFactories);
}