Files
UnrealEngineUWP/Engine/Source/Editor/ActorPickerMode/Private/ActorPickerMode.cpp
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

46 lines
1.5 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "ActorPickerMode.h"
#include "Modules/ModuleManager.h"
#include "EditorModeRegistry.h"
#include "EditorModeManager.h"
#include "EditorModes.h"
#include "EditorModeActorPicker.h"
IMPLEMENT_MODULE( FActorPickerModeModule, ActorPickerMode );
void FActorPickerModeModule::StartupModule()
{
FEditorModeRegistry::Get().RegisterMode<FEdModeActorPicker>(FBuiltinEditorModes::EM_ActorPicker);
}
void FActorPickerModeModule::ShutdownModule()
{
FEditorModeRegistry::Get().UnregisterMode(FBuiltinEditorModes::EM_ActorPicker);
}
void FActorPickerModeModule::BeginActorPickingMode(FOnGetAllowedClasses InOnGetAllowedClasses, FOnShouldFilterActor InOnShouldFilterActor, FOnActorSelected InOnActorSelected)
{
// Activate the mode
GLevelEditorModeTools().ActivateMode(FBuiltinEditorModes::EM_ActorPicker);
// Set the required delegates
FEdModeActorPicker* Mode = GLevelEditorModeTools().GetActiveModeTyped<FEdModeActorPicker>(FBuiltinEditorModes::EM_ActorPicker);
if (ensure(Mode))
{
Mode->OnActorSelected = InOnActorSelected;
Mode->OnGetAllowedClasses = InOnGetAllowedClasses;
Mode->OnShouldFilterActor = InOnShouldFilterActor;
}
}
void FActorPickerModeModule::EndActorPickingMode()
{
GLevelEditorModeTools().DeactivateMode(FBuiltinEditorModes::EM_ActorPicker);
}
bool FActorPickerModeModule::IsInActorPickingMode() const
{
return GLevelEditorModeTools().IsModeActive(FBuiltinEditorModes::EM_ActorPicker);
}