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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]
32 lines
731 B
C++
32 lines
731 B
C++
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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#include "TextureAlignModePrivatePCH.h"
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#define LOCTEXT_NAMESPACE "TextureAlignMode"
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void FTextureAlignMode::RegisterTabSpawners(const TSharedRef<class FTabManager>& TabManager)
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{
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}
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void FTextureAlignMode::UnregisterTabSpawners(const TSharedRef<class FTabManager>& TabManager)
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{
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}
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FName FTextureAlignMode::GetToolkitFName() const
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{
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return FName("TextureAlignMode");
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}
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FText FTextureAlignMode::GetBaseToolkitName() const
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{
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return LOCTEXT("ToolkitName", "Texture Align Mode");
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}
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class FEdMode* FTextureAlignMode::GetEditorMode() const
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{
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return (FEdModeTexture*)GLevelEditorModeTools().GetActiveMode(FBuiltinEditorModes::EM_Texture);
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}
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#undef LOCTEXT_NAMESPACE |