Files
UnrealEngineUWP/Engine/Source/Editor/UMGEditor/Private/UMGEditorModule.cpp
Chris Gagnon 930e33cb48 Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) for 4.23 From CL 6837861
#rb none

[CL 6838042 by Chris Gagnon in Main branch]
2019-06-04 15:42:48 -04:00

210 lines
8.2 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "UMGEditorModule.h"
#include "Modules/ModuleManager.h"
#include "UObject/UObjectHash.h"
#include "Editor.h"
#include "Blueprint/UserWidget.h"
#include "Blueprint/WidgetBlueprintGeneratedClass.h"
#include "Settings/WidgetDesignerSettings.h"
#include "WidgetBlueprint.h"
#include "Animation/WidgetAnimation.h"
#include "AssetToolsModule.h"
#include "IAssetTypeActions.h"
#include "AssetTypeActions_WidgetBlueprint.h"
#include "KismetCompilerModule.h"
#include "WidgetBlueprintCompiler.h"
#include "ISequencerModule.h"
#include "Animation/MarginTrackEditor.h"
#include "Animation/Sequencer2DTransformTrackEditor.h"
#include "Animation/WidgetMaterialTrackEditor.h"
#include "Animation/MovieSceneSequenceEditor_WidgetAnimation.h"
#include "IUMGModule.h"
#include "Designer/DesignerCommands.h"
#include "ClassIconFinder.h"
#include "UMGEditorProjectSettings.h"
#include "ISettingsModule.h"
#include "SequencerSettings.h"
#include "BlueprintEditorModule.h"
#include "PropertyEditorModule.h"
#include "DynamicEntryBoxDetails.h"
#include "ListViewBaseDetails.h"
#define LOCTEXT_NAMESPACE "UMG"
const FName UMGEditorAppIdentifier = FName(TEXT("UMGEditorApp"));
class FUMGEditorModule : public IUMGEditorModule, public FGCObject
{
public:
/** Constructor, set up console commands and variables **/
FUMGEditorModule()
: Settings(nullptr)
{
}
/** Called right after the module DLL has been loaded and the module object has been created */
virtual void StartupModule() override
{
FModuleManager::LoadModuleChecked<IUMGModule>("UMG");
if (GIsEditor)
{
FDesignerCommands::Register();
}
MenuExtensibilityManager = MakeShareable(new FExtensibilityManager());
ToolBarExtensibilityManager = MakeShareable(new FExtensibilityManager());
DesignerExtensibilityManager = MakeShareable(new FDesignerExtensibilityManager());
// Register widget blueprint compiler we do this no matter what.
IKismetCompilerInterface& KismetCompilerModule = FModuleManager::LoadModuleChecked<IKismetCompilerInterface>("KismetCompiler");
KismetCompilerModule.GetCompilers().Add(&WidgetBlueprintCompiler);
// Register asset types
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();
RegisterAssetTypeAction(AssetTools, MakeShareable(new FAssetTypeActions_WidgetBlueprint()));
FKismetCompilerContext::RegisterCompilerForBP(UWidgetBlueprint::StaticClass(), &UWidgetBlueprint::GetCompilerForWidgetBP );
// Register with the sequencer module that we provide auto-key handlers.
ISequencerModule& SequencerModule = FModuleManager::Get().LoadModuleChecked<ISequencerModule>("Sequencer");
SequenceEditorHandle = SequencerModule.RegisterSequenceEditor(UWidgetAnimation::StaticClass(), MakeUnique<FMovieSceneSequenceEditor_WidgetAnimation>());
MarginTrackEditorCreateTrackEditorHandle = SequencerModule.RegisterPropertyTrackEditor<FMarginTrackEditor>();
TransformTrackEditorCreateTrackEditorHandle = SequencerModule.RegisterPropertyTrackEditor<F2DTransformTrackEditor>();
WidgetMaterialTrackEditorCreateTrackEditorHandle = SequencerModule.RegisterTrackEditor(FOnCreateTrackEditor::CreateStatic(&FWidgetMaterialTrackEditor::CreateTrackEditor));
RegisterSettings();
// Class detail customizations
FPropertyEditorModule& PropertyModule = FModuleManager::GetModuleChecked<FPropertyEditorModule>(TEXT("PropertyEditor"));
PropertyModule.RegisterCustomClassLayout(TEXT("DynamicEntryBoxBase"), FOnGetDetailCustomizationInstance::CreateStatic(&FDynamicEntryBoxBaseDetails::MakeInstance));
PropertyModule.RegisterCustomClassLayout(TEXT("DynamicEntryBox"), FOnGetDetailCustomizationInstance::CreateStatic(&FDynamicEntryBoxDetails::MakeInstance));
PropertyModule.RegisterCustomClassLayout(TEXT("ListViewBase"), FOnGetDetailCustomizationInstance::CreateStatic(&FListViewBaseDetails::MakeInstance));
}
/** Called before the module is unloaded, right before the module object is destroyed. */
virtual void ShutdownModule() override
{
MenuExtensibilityManager.Reset();
ToolBarExtensibilityManager.Reset();
IKismetCompilerInterface& KismetCompilerModule = FModuleManager::LoadModuleChecked<IKismetCompilerInterface>("KismetCompiler");
KismetCompilerModule.GetCompilers().Remove(&WidgetBlueprintCompiler);
// Unregister all the asset types that we registered
if ( FModuleManager::Get().IsModuleLoaded("AssetTools") )
{
IAssetTools& AssetTools = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools").Get();
for ( int32 Index = 0; Index < CreatedAssetTypeActions.Num(); ++Index )
{
AssetTools.UnregisterAssetTypeActions(CreatedAssetTypeActions[Index].ToSharedRef());
}
}
CreatedAssetTypeActions.Empty();
// Unregister sequencer track creation delegates
ISequencerModule* SequencerModule = FModuleManager::GetModulePtr<ISequencerModule>( "Sequencer" );
if ( SequencerModule != nullptr )
{
SequencerModule->UnregisterSequenceEditor(SequenceEditorHandle);
SequencerModule->UnRegisterTrackEditor( MarginTrackEditorCreateTrackEditorHandle );
SequencerModule->UnRegisterTrackEditor( TransformTrackEditorCreateTrackEditorHandle );
SequencerModule->UnRegisterTrackEditor( WidgetMaterialTrackEditorCreateTrackEditorHandle );
}
UnregisterSettings();
//// Unregister the setting
//ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
//if ( SettingsModule != nullptr )
//{
// SettingsModule->UnregisterSettings("Editor", "ContentEditors", "WidgetDesigner");
// SettingsModule->UnregisterSettings("Project", "Editor", "UMGEditor");
//}
}
/** Gets the extensibility managers for outside entities to extend gui page editor's menus and toolbars */
virtual TSharedPtr<FExtensibilityManager> GetMenuExtensibilityManager() override { return MenuExtensibilityManager; }
virtual TSharedPtr<FExtensibilityManager> GetToolBarExtensibilityManager() override { return ToolBarExtensibilityManager; }
virtual TSharedPtr<FDesignerExtensibilityManager> GetDesignerExtensibilityManager() override { return DesignerExtensibilityManager; }
/** Register settings objects. */
void RegisterSettings()
{
ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
if (SettingsModule != nullptr)
{
Settings = USequencerSettingsContainer::GetOrCreate<USequencerSettings>(TEXT("UMGSequencerSettings"));
SettingsModule->RegisterSettings("Editor", "ContentEditors", "UMGSequencerSettings",
LOCTEXT("UMGSequencerSettingsSettingsName", "UMG Sequence Editor"),
LOCTEXT("UMGSequencerSettingsSettingsDescription", "Configure the look and feel of the UMG Sequence Editor."),
Settings);
}
}
/** Unregister settings objects. */
void UnregisterSettings()
{
ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
if (SettingsModule != nullptr)
{
SettingsModule->UnregisterSettings("Editor", "ContentEditors", "UMGSequencerSettings");
}
}
/** FGCObject interface */
virtual void AddReferencedObjects( FReferenceCollector& Collector ) override
{
if (Settings)
{
Collector.AddReferencedObject(Settings);
}
}
virtual FWidgetBlueprintCompiler* GetRegisteredCompiler() override
{
return &WidgetBlueprintCompiler;
}
private:
void RegisterAssetTypeAction(IAssetTools& AssetTools, TSharedRef<IAssetTypeActions> Action)
{
AssetTools.RegisterAssetTypeActions(Action);
CreatedAssetTypeActions.Add(Action);
}
private:
TSharedPtr<FExtensibilityManager> MenuExtensibilityManager;
TSharedPtr<FExtensibilityManager> ToolBarExtensibilityManager;
TSharedPtr<FDesignerExtensibilityManager> DesignerExtensibilityManager;
FDelegateHandle SequenceEditorHandle;
FDelegateHandle MarginTrackEditorCreateTrackEditorHandle;
FDelegateHandle TransformTrackEditorCreateTrackEditorHandle;
FDelegateHandle WidgetMaterialTrackEditorCreateTrackEditorHandle;
/** All created asset type actions. Cached here so that we can unregister it during shutdown. */
TArray< TSharedPtr<IAssetTypeActions> > CreatedAssetTypeActions;
USequencerSettings* Settings;
/** Compiler customization for Widgets */
FWidgetBlueprintCompiler WidgetBlueprintCompiler;
};
IMPLEMENT_MODULE(FUMGEditorModule, UMGEditor);
#undef LOCTEXT_NAMESPACE