Files
UnrealEngineUWP/Engine/Source/Runtime/MediaAssets/Private/MediaAssetsModule.cpp
Max Preussner 58863f59c3 Media: Initial revision of media assets
[CL 2238895 by Max Preussner in Main branch]
2014-07-31 17:04:01 -04:00

71 lines
1.3 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "MediaAssetsPrivatePCH.h"
#include "ModuleManager.h"
/**
* 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("MOVIE")))
{
FString MovieCmd = FParse::Token(Cmd, 0);
if (MovieCmd.Contains(TEXT("PLAY")))
{
for (TObjectIterator<UMediaAsset> It; It; ++It)
{
UMediaAsset* MediaAsset = *It;
MediaAsset->Play();
}
}
else if (MovieCmd.Contains(TEXT("PAUSE")))
{
for (TObjectIterator<UMediaAsset> It; It; ++It)
{
UMediaAsset* MediaAsset = *It;
MediaAsset->Pause();
}
}
else if (MovieCmd.Contains(TEXT("STOP")))
{
for (TObjectIterator<UMediaAsset> It; It; ++It)
{
UMediaAsset* MediaAsset = *It;
MediaAsset->Stop();
}
}
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);