Files
UnrealEngineUWP/Engine/Source/Editor/StaticMeshEditor/Private/StaticMeshEditorModule.cpp
tyson brochu 666b2c262d Adding AutoLOD tools to the static mesh editor.
Static Mesh Editor changes:
- Share ownership of StaticMeshViewportClient's ModeTools via the EditorModeManager member
- Set up the EditorModeManager's preview scene and selected components when it's copied
- Add a set of FStaticMeshEditorToolbarExtender delegates to the module (similar to FSkeletalMeshEditorToolbarExtender)
- Allow adding an overlay widget to the viewport
- Add a ModeUILayer member to handle mode toolkit hosting

StaticMeshEditorModeling (new module):
- Create a mode and toolkit with AutoLOD and LODManager tools
- Add a button to the StaticMeshEditor's toolbar to toggle UMeshLODPluginEditMode

#rb brooke.hubert semion.piskarev
#jira UETOOL-3663
#preflight 61435ce14778fa00016a0b28
#preflight 614370e8b5a4fa00016459a0

#ROBOMERGE-AUTHOR: tyson.brochu
#ROBOMERGE-SOURCE: CL 17541979 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530)

[CL 17541987 by tyson brochu in ue5-release-engine-test branch]
2021-09-16 13:57:09 -04:00

69 lines
2.6 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "StaticMeshEditorModule.h"
#include "Modules/ModuleManager.h"
#include "IStaticMeshEditor.h"
#include "StaticMeshEditor.h"
const FName StaticMeshEditorAppIdentifier = FName(TEXT("StaticMeshEditorApp"));
/**
* StaticMesh editor module
*/
class FStaticMeshEditorModule : public IStaticMeshEditorModule
{
public:
/** Constructor, set up console commands and variables **/
FStaticMeshEditorModule()
{
}
/**
* Called right after the module DLL has been loaded and the module object has been created
*/
virtual void StartupModule() override
{
// Make sure the advanced preview scene module is loaded
FModuleManager::Get().LoadModuleChecked("AdvancedPreviewScene");
MenuExtensibilityManager = MakeShareable(new FExtensibilityManager);
ToolBarExtensibilityManager = MakeShareable(new FExtensibilityManager);
SecondaryToolBarExtensibilityManager = MakeShareable(new FExtensibilityManager);
}
/**
* Called before the module is unloaded, right before the module object is destroyed.
*/
virtual void ShutdownModule() override
{
MenuExtensibilityManager.Reset();
ToolBarExtensibilityManager.Reset();
SecondaryToolBarExtensibilityManager.Reset();
}
/**
* Creates a new StaticMesh editor for a StaticMesh
*/
virtual TSharedRef<IStaticMeshEditor> CreateStaticMeshEditor( const EToolkitMode::Type Mode, const TSharedPtr< IToolkitHost >& InitToolkitHost, UStaticMesh* StaticMesh ) override
{
TSharedRef<FStaticMeshEditor> NewStaticMeshEditor(new FStaticMeshEditor());
NewStaticMeshEditor->InitStaticMeshEditor(Mode, InitToolkitHost, StaticMesh);
return NewStaticMeshEditor;
}
/** Gets the extensibility managers for outside entities to extend static mesh editor's menus and toolbars */
virtual TSharedPtr<FExtensibilityManager> GetMenuExtensibilityManager() override { return MenuExtensibilityManager; }
virtual TSharedPtr<FExtensibilityManager> GetToolBarExtensibilityManager() override { return ToolBarExtensibilityManager; }
virtual TSharedPtr<FExtensibilityManager> GetSecondaryToolBarExtensibilityManager() override { return SecondaryToolBarExtensibilityManager; }
virtual TArray<FStaticMeshEditorToolbarExtender>& GetAllStaticMeshEditorToolbarExtenders() override { return StaticMeshEditorToolbarExtenders; }
private:
TSharedPtr<FExtensibilityManager> MenuExtensibilityManager;
TSharedPtr<FExtensibilityManager> ToolBarExtensibilityManager;
TSharedPtr<FExtensibilityManager> SecondaryToolBarExtensibilityManager;
TArray<FStaticMeshEditorToolbarExtender> StaticMeshEditorToolbarExtenders;
};
IMPLEMENT_MODULE( FStaticMeshEditorModule, StaticMeshEditor );