Files
UnrealEngineUWP/Engine/Source/Runtime/LevelSequence/Private/LevelSequenceModule.cpp
Ben Marsh 7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00

45 lines
1.7 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "LevelSequenceModule.h"
#include "Modules/ModuleManager.h"
#include "LevelSequenceActorSpawner.h"
void FLevelSequenceModule::StartupModule()
{
OnCreateMovieSceneObjectSpawnerDelegateHandle = RegisterObjectSpawner(FOnCreateMovieSceneObjectSpawner::CreateStatic(&FLevelSequenceActorSpawner::CreateObjectSpawner));
}
void FLevelSequenceModule::ShutdownModule()
{
UnregisterObjectSpawner(OnCreateMovieSceneObjectSpawnerDelegateHandle);
}
FDelegateHandle FLevelSequenceModule::RegisterObjectSpawner(FOnCreateMovieSceneObjectSpawner InOnCreateMovieSceneObjectSpawner)
{
OnCreateMovieSceneObjectSpawnerDelegates.Add(InOnCreateMovieSceneObjectSpawner);
return OnCreateMovieSceneObjectSpawnerDelegates.Last().GetHandle();
}
void FLevelSequenceModule::UnregisterObjectSpawner(FDelegateHandle InHandle)
{
OnCreateMovieSceneObjectSpawnerDelegates.RemoveAll([=](const FOnCreateMovieSceneObjectSpawner& Delegate) { return Delegate.GetHandle() == InHandle; });
}
void FLevelSequenceModule::GenerateObjectSpawners(TArray<TSharedRef<IMovieSceneObjectSpawner>>& OutSpawners) const
{
for (const FOnCreateMovieSceneObjectSpawner& SpawnerFactory : OnCreateMovieSceneObjectSpawnerDelegates)
{
check(SpawnerFactory.IsBound());
OutSpawners.Add(SpawnerFactory.Execute());
}
// Now sort the spawners. Editor spawners should come first so they override runtime versions of the same supported type in-editor.
// @TODO: we could also sort by most-derived type here to allow for type specific behaviors
OutSpawners.Sort([](TSharedRef<IMovieSceneObjectSpawner> LHS, TSharedRef<IMovieSceneObjectSpawner> RHS)
{
return LHS->IsEditor() > RHS->IsEditor();
});
}
IMPLEMENT_MODULE(FLevelSequenceModule, LevelSequence);