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https://github.com/izzy2lost/UnrealEngineUWP.git
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99 lines
3.5 KiB
C++
99 lines
3.5 KiB
C++
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
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#include "AnimationModifiersModule.h"
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#include "IAssetTools.h"
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#include "Animation/AnimSequence.h"
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#include "AnimationModifier.h"
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#include "SAnimationModifiersTab.h"
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#include "AnimationModifierDetailCustomization.h"
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#include "AnimationModifiersTabSummoner.h"
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#include "Modules/ModuleManager.h"
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#include "PropertyEditorModule.h"
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#include "SAnimationModifierContentBrowserWindow.h"
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#include "Framework/Application/SlateApplication.h"
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#include "Interfaces/IMainFrameModule.h"
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#define LOCTEXT_NAMESPACE "AnimationModifiersModule"
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IMPLEMENT_MODULE(FAnimationModifiersModule, AnimationModifiers);
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void FAnimationModifiersModule::StartupModule()
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{
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// Register class/struct customizations
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FPropertyEditorModule& PropertyEditorModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
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PropertyEditorModule.RegisterCustomClassLayout("AnimationModifier", FOnGetDetailCustomizationInstance::CreateStatic(&FAnimationModifierDetailCustomization::MakeInstance));
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// Add application mode extender
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Extender = FWorkflowApplicationModeExtender::CreateRaw(this, &FAnimationModifiersModule::ExtendApplicationMode);
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FWorkflowCentricApplication::GetModeExtenderList().Add(Extender);
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}
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TSharedRef<FApplicationMode> FAnimationModifiersModule::ExtendApplicationMode(const FName ModeName, TSharedRef<FApplicationMode> InMode)
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{
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// For skeleton and animation editor modes add our custom tab factory to it
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if (ModeName == TEXT("SkeletonEditorMode") || ModeName == TEXT("AnimationEditorMode"))
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{
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InMode->AddTabFactory(FCreateWorkflowTabFactory::CreateStatic(&FAnimationModifiersTabSummoner::CreateFactory));
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RegisteredApplicationModes.Add(InMode);
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}
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return InMode;
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}
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void FAnimationModifiersModule::ShutdownModule()
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{
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// Make sure we unregister the class layout
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FPropertyEditorModule* PropertyEditorModule = FModuleManager::GetModulePtr<FPropertyEditorModule>("PropertyEditor");
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if (PropertyEditorModule)
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{
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PropertyEditorModule->UnregisterCustomClassLayout("AnimationModifier");
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}
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// Remove extender delegate
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FWorkflowCentricApplication::GetModeExtenderList().RemoveAll([this](FWorkflowApplicationModeExtender& StoredExtender) { return StoredExtender.GetHandle() == Extender.GetHandle(); });
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// During shutdown clean up all factories from any modes which are still active/alive
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for (TWeakPtr<FApplicationMode> WeakMode : RegisteredApplicationModes)
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{
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if (WeakMode.IsValid())
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{
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TSharedPtr<FApplicationMode> Mode = WeakMode.Pin();
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Mode->RemoveTabFactory(FAnimationModifiersTabSummoner::AnimationModifiersName);
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}
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}
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RegisteredApplicationModes.Empty();
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}
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void FAnimationModifiersModule::ShowAddAnimationModifierWindow(const TArray<UAnimSequence*>& InSequences)
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{
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TSharedPtr<SAnimationModifierContentBrowserWindow> WindowContent;
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TSharedRef<SWindow> Window = SNew(SWindow)
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.Title(LOCTEXT("WindowTitle", "Add Animation Modifier(s)"))
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.SizingRule(ESizingRule::UserSized)
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.ClientSize(FVector2D(500, 500));
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Window->SetContent
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(
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SAssignNew(WindowContent, SAnimationModifierContentBrowserWindow)
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.WidgetWindow(Window)
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.AnimSequences(InSequences)
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);
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TSharedPtr<SWindow> ParentWindow;
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if (FModuleManager::Get().IsModuleLoaded("MainFrame"))
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{
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IMainFrameModule& MainFrame = FModuleManager::LoadModuleChecked<IMainFrameModule>("MainFrame");
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ParentWindow = MainFrame.GetParentWindow();
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}
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FSlateApplication::Get().AddModalWindow(Window, ParentWindow, false);
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}
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#undef LOCTEXT_NAMESPACE // "AnimationModifiersModule"
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