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Breaking changes include:
* Rename of GEditorModeTools -> GLevelEditorModeTools to signify that it applies only to the level editor modes
* Addition of FEditorModeRegistry, responsible for managing and creating new editor modes. Modes are no longer registered with an instance of the mode, instead with a mode factory that is able to create a new mode of that type.
* Editor modes now operate on FEditorViewportClients rather than FLevelEditorViewportClients
* Added ability to specify an FEditorModeTools when creating an FEditorViewport
Moved component vizualiser manager handling outside of individual editor modes, and into FLevelEditorViewportClient. This should make it easier to transplant in future.
This work addresses TTP#334640 - EDITOR: Investigate making editor modes a per-'editor' concept
Reviewed by Michael Noland, Matt Kuhlenschmidt
[CL 2109245 by Andrew Rodham in Main branch]
42 lines
1014 B
C++
42 lines
1014 B
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "ModuleInterface.h"
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#include "LevelEdMode.h"
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/**
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* The module holding all of the UI related peices for Levels
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*/
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class FLevelsModule : public IModuleInterface
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{
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public:
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/**
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* Called right after the module DLL has been loaded and the module object has been created
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*/
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virtual void StartupModule();
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/**
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* Called before the module is unloaded, right before the module object is destroyed.
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*/
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virtual void ShutdownModule();
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/**
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* Creates a Level Browser widget
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*/
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virtual TSharedRef<class SWidget> CreateLevelBrowser();
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/** Delegates to be called to extend the levels menus */
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DECLARE_DELEGATE_RetVal_OneParam( TSharedRef<FExtender>, FLevelsMenuExtender, const TSharedRef<FUICommandList>);
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virtual TArray<FLevelsMenuExtender>& GetAllLevelsMenuExtenders() {return LevelsMenuExtenders;}
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private:
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/** All extender delegates for the levels menus */
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TArray<FLevelsMenuExtender> LevelsMenuExtenders;
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};
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