Files
UnrealEngineUWP/Engine/Source/Runtime/MediaAssets/Private/MediaAssetsModule.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

71 lines
1.3 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "CoreMinimal.h"
#include "Misc/CoreMisc.h"
#include "Modules/ModuleInterface.h"
#include "Modules/ModuleManager.h"
#include "UObject/UObjectHash.h"
#include "UObject/UObjectIterator.h"
#include "MediaAssetsPrivate.h"
#include "MediaPlayer.h"
DEFINE_LOG_CATEGORY(LogMediaAssets);
/**
* Implements the MediaAssets module.
*/
class FMediaAssetsModule
: public FSelfRegisteringExec
, public IModuleInterface
{
public:
//~ FSelfRegisteringExec interface
virtual bool Exec(UWorld* InWorld, const TCHAR* Cmd, FOutputDevice& Ar) override
{
if (FParse::Command(&Cmd, TEXT("MEDIA")))
{
FString MovieCmd = FParse::Token(Cmd, 0);
if (MovieCmd.Contains(TEXT("PLAY")))
{
for (TObjectIterator<UMediaPlayer> It; It; ++It)
{
UMediaPlayer* MediaPlayer = *It;
MediaPlayer->Play();
}
}
else if (MovieCmd.Contains(TEXT("PAUSE")))
{
for (TObjectIterator<UMediaPlayer> It; It; ++It)
{
UMediaPlayer* MediaPlayer = *It;
MediaPlayer->Pause();
}
}
return true;
}
return false;
}
public:
//~ IModuleInterface interface
virtual void StartupModule() override { }
virtual void ShutdownModule() override { }
virtual bool SupportsDynamicReloading() override
{
return false;
}
};
IMPLEMENT_MODULE(FMediaAssetsModule, MediaAssets);