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* Another batch iwyu updates to reduce number of includes used in files #preflight 63c58d742e714f64ade93797 #rb none [CL 23732856 by henrik karlsson in ue5-main branch]
79 lines
3.0 KiB
C++
79 lines
3.0 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "SampleToolsEditorMode.h"
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#include "SampleToolsEditorModeToolkit.h"
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#include "InteractiveToolManager.h"
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#include "SampleToolsEditorModeCommands.h"
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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// AddYourTool Step 1 - include the header file for your Tools here
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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#include "SampleTools/CreateActorSampleTool.h"
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#include "SampleTools/DrawCurveOnMeshSampleTool.h"
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#include "SampleTools/MeasureDistanceSampleTool.h"
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// step 2: register a ToolBuilder in FSampleToolsEditorMode::Enter()
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#define LOCTEXT_NAMESPACE "FSampleToolsEditorMode"
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const FEditorModeID USampleToolsEditorMode::EM_SampleToolsEditorModeId = TEXT("EM_SampleToolsEditorMode");
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USampleToolsEditorMode::USampleToolsEditorMode()
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{
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Info = FEditorModeInfo(USampleToolsEditorMode::EM_SampleToolsEditorModeId,
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LOCTEXT("SampleToolsEditorModeName", "SampleToolsEditorMode"),
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FSlateIcon(),
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true);
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}
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USampleToolsEditorMode::~USampleToolsEditorMode()
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{
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}
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void USampleToolsEditorMode::ActorSelectionChangeNotify()
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{
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// @todo support selection change
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}
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void USampleToolsEditorMode::Enter()
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{
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UEdMode::Enter();
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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// AddYourTool Step 2 - register the ToolBuilders for your Tools here.
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// The string name you pass to the ToolManager is used to select/activate your ToolBuilder later.
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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const FSampleToolsEditorModeCommands& SampleToolCommands = FSampleToolsEditorModeCommands::Get();
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auto CreateActorSampleToolBuilder = NewObject< UCreateActorSampleToolBuilder>(this);
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RegisterTool(SampleToolCommands.CreateActorTool, TEXT("CreateActorSampleTool"), CreateActorSampleToolBuilder);
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RegisterTool(SampleToolCommands.DrawCurveOnMeshTool, TEXT("DrawCurveOnMeshSampleTool"), NewObject<UDrawCurveOnMeshSampleToolBuilder>(this));
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RegisterTool(SampleToolCommands.MeasureDistanceTool, TEXT("MeasureDistanceSampleTool"), NewObject<UMeasureDistanceSampleToolBuilder>(this));
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RegisterTool(SampleToolCommands.SurfacePointTool, TEXT("SurfacePointTool"), NewObject<UMeshSurfacePointToolBuilder>(this));
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// active tool type is not relevant here, we just set to default
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GetToolManager()->SelectActiveToolType(EToolSide::Left, TEXT("SurfacePointTool"));
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}
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void USampleToolsEditorMode::CreateToolkit()
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{
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Toolkit = MakeShareable(new FSampleToolsEditorModeToolkit);
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}
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TMap<FName, TArray<TSharedPtr<FUICommandInfo>>> USampleToolsEditorMode::GetModeCommands() const
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{
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return FSampleToolsEditorModeCommands::Get().GetCommands();
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}
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#undef LOCTEXT_NAMESPACE
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