Files
UnrealEngineUWP/Engine/Source/Editor/ActorPickerMode/Private/ActorPickerMode.cpp
Ben Marsh 149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00

41 lines
1.3 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "ActorPickerModePrivatePCH.h"
IMPLEMENT_MODULE( FActorPickerModeModule, ActorPickerMode );
void FActorPickerModeModule::StartupModule()
{
FEditorModeRegistry::Get().RegisterMode<FEdModeActorPicker>(FBuiltinEditorModes::EM_ActorPicker);
}
void FActorPickerModeModule::ShutdownModule()
{
FEditorModeRegistry::Get().UnregisterMode(FBuiltinEditorModes::EM_ActorPicker);
}
void FActorPickerModeModule::BeginActorPickingMode(FOnGetAllowedClasses InOnGetAllowedClasses, FOnShouldFilterActor InOnShouldFilterActor, FOnActorSelected InOnActorSelected)
{
// Activate the mode
GLevelEditorModeTools().ActivateMode(FBuiltinEditorModes::EM_ActorPicker);
// Set the required delegates
FEdModeActorPicker* Mode = GLevelEditorModeTools().GetActiveModeTyped<FEdModeActorPicker>(FBuiltinEditorModes::EM_ActorPicker);
if (ensure(Mode))
{
Mode->OnActorSelected = InOnActorSelected;
Mode->OnGetAllowedClasses = InOnGetAllowedClasses;
Mode->OnShouldFilterActor = InOnShouldFilterActor;
}
}
void FActorPickerModeModule::EndActorPickingMode()
{
GLevelEditorModeTools().DeactivateMode(FBuiltinEditorModes::EM_ActorPicker);
}
bool FActorPickerModeModule::IsInActorPickingMode() const
{
return GLevelEditorModeTools().IsModeActive(FBuiltinEditorModes::EM_ActorPicker);
}