Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/EditorModeRegistry.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

155 lines
4.5 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include "EditorModeRegistry.h"
#include "Modules/ModuleManager.h"
#include "EditorStyleSet.h"
#include "EdMode.h"
#include "EditorModes.h"
#include "EditorModeInterpolation.h"
#include "Editor/PlacementMode/Public/IPlacementModeModule.h"
#include "Editor/LandscapeEditor/Public/LandscapeEditorModule.h"
#include "Editor/BspMode/Public/IBspModeModule.h"
#include "Editor/MeshPaint/Public/MeshPaintModule.h"
#include "Editor/GeometryMode/Public/GeometryEdMode.h"
#include "Editor/ActorPickerMode/Public/ActorPickerMode.h"
#include "Editor/SceneDepthPickerMode/Public/SceneDepthPickerMode.h"
#include "Editor/TextureAlignMode/Public/TextureAlignEdMode.h"
#include "Editor/FoliageEdit/Public/FoliageEditModule.h"
FEditorModeInfo::FEditorModeInfo()
: ID(NAME_None)
, bVisible(false)
, PriorityOrder(MAX_int32)
{
}
FEditorModeInfo::FEditorModeInfo(
FEditorModeID InID,
FText InName,
FSlateIcon InIconBrush,
bool InIsVisible,
int32 InPriorityOrder
)
: ID(InID)
, ToolbarCustomizationName(*(InID.ToString()+TEXT("Toolbar")))
, Name(InName)
, IconBrush(InIconBrush)
, bVisible(InIsVisible)
, PriorityOrder(InPriorityOrder)
{
if (!InIconBrush.IsSet())
{
IconBrush = FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.EditorModes");
}
}
FEditorModeRegistry* GModeRegistry = nullptr;
void FEditorModeRegistry::Initialize()
{
Get();
// Add default editor modes
GModeRegistry->RegisterMode<FEdModeDefault>(FBuiltinEditorModes::EM_Default);
GModeRegistry->RegisterMode<FEdModeInterpEdit>(FBuiltinEditorModes::EM_InterpEdit);
// Load editor mode modules that will automatically register their editor modes, and clean themselves up on unload.
//@TODO: ROCKET: These are probably good plugin candidates, that shouldn't have to be force-loaded here but discovery loaded somehow
FModuleManager::LoadModuleChecked<IPlacementModeModule>(TEXT("PlacementMode"));
FModuleManager::LoadModuleChecked<IBspModeModule>(TEXT("BspMode"));
FModuleManager::LoadModuleChecked<FTextureAlignModeModule>(TEXT("TextureAlignMode"));
FModuleManager::LoadModuleChecked<FGeometryModeModule>(TEXT("GeometryMode"));
FModuleManager::LoadModuleChecked<FActorPickerModeModule>(TEXT("ActorPickerMode"));
FModuleManager::LoadModuleChecked<FSceneDepthPickerModeModule>(TEXT("SceneDepthPickerMode"));
FModuleManager::LoadModuleChecked<IMeshPaintModule>(TEXT("MeshPaintMode"));
FModuleManager::LoadModuleChecked<ILandscapeEditorModule>(TEXT("LandscapeEditor"));
FModuleManager::LoadModuleChecked<IFoliageEditModule>(TEXT("FoliageEdit"));
}
void FEditorModeRegistry::Shutdown()
{
delete GModeRegistry;
GModeRegistry = nullptr;
}
FEditorModeRegistry& FEditorModeRegistry::Get()
{
if (!GModeRegistry)
{
GModeRegistry = new FEditorModeRegistry;
}
return *GModeRegistry;
}
TArray<FEditorModeInfo> FEditorModeRegistry::GetSortedModeInfo() const
{
TArray<FEditorModeInfo> ModeInfoArray;
for (const auto& Pair : ModeFactories)
{
ModeInfoArray.Add(Pair.Value->GetModeInfo());
}
ModeInfoArray.Sort([](const FEditorModeInfo& A, const FEditorModeInfo& B){
return A.PriorityOrder < B.PriorityOrder;
});
return ModeInfoArray;
}
FEditorModeInfo FEditorModeRegistry::GetModeInfo(FEditorModeID ModeID) const
{
FEditorModeInfo Result;
const TSharedRef<IEditorModeFactory>* ModeFactory = ModeFactories.Find(ModeID);
if (ModeFactory)
{
Result = (*ModeFactory)->GetModeInfo();
}
return Result;
}
TSharedPtr<FEdMode> FEditorModeRegistry::CreateMode(FEditorModeID ModeID, FEditorModeTools& Owner)
{
const TSharedRef<IEditorModeFactory>* ModeFactory = ModeFactories.Find(ModeID);
if (ModeFactory)
{
TSharedRef<FEdMode> Instance = (*ModeFactory)->CreateMode();
// Assign the mode info from the factory before we initialize
Instance->Info = (*ModeFactory)->GetModeInfo();
Instance->Owner = &Owner;
// This binding ensures the mode is destroyed if the type is unregistered
OnModeUnregistered().AddSP(Instance, &FEdMode::OnModeUnregistered);
Instance->Initialize();
return Instance;
}
return nullptr;
}
void FEditorModeRegistry::RegisterMode(FEditorModeID ModeID, TSharedRef<IEditorModeFactory> Factory)
{
check(ModeID != FBuiltinEditorModes::EM_None);
check(!ModeFactories.Contains(ModeID));
ModeFactories.Add(ModeID, Factory);
OnModeRegisteredEvent.Broadcast(ModeID);
RegisteredModesChanged.Broadcast();
}
void FEditorModeRegistry::UnregisterMode(FEditorModeID ModeID)
{
// First off delete the factory
if (ModeFactories.Remove(ModeID) > 0)
{
OnModeUnregisteredEvent.Broadcast(ModeID);
RegisteredModesChanged.Broadcast();
}
}