Files
UnrealEngineUWP/Engine/Source/Editor/StringTableEditor/Private/StringTableEditorModule.cpp
Thomas Sarkanen 8ba3c4c087 Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4643671
#rb none
#jira none

[CL 4665410 by Thomas Sarkanen in Dev-Anim branch]
2018-12-17 06:31:16 -05:00

32 lines
1.2 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "StringTableEditorModule.h"
#include "Modules/ModuleManager.h"
#include "IStringTableEditor.h"
#include "StringTableEditor.h"
#include "AssetTypeActions_StringTable.h"
IMPLEMENT_MODULE(FStringTableEditorModule, StringTableEditor);
const FName FStringTableEditorModule::StringTableEditorAppIdentifier("StringTableEditorApp");
void FStringTableEditorModule::StartupModule()
{
MenuExtensibilityManager = MakeShareable(new FExtensibilityManager);
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();
AssetTools.RegisterAssetTypeActions(MakeShareable(new FAssetTypeActions_StringTable()));
}
void FStringTableEditorModule::ShutdownModule()
{
MenuExtensibilityManager.Reset();
}
TSharedRef<IStringTableEditor> FStringTableEditorModule::CreateStringTableEditor(const EToolkitMode::Type Mode, const TSharedPtr<IToolkitHost>& InitToolkitHost, UStringTable* StringTable)
{
TSharedRef<FStringTableEditor> NewStringTableEditor(new FStringTableEditor());
NewStringTableEditor->InitStringTableEditor(Mode, InitToolkitHost, StringTable);
return NewStringTableEditor;
}