Files
UnrealEngineUWP/Engine/Source/Runtime/AssetRegistry/Private/AssetRegistryModule.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

59 lines
1.5 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "AssetRegistryPCH.h"
#include "AssetRegistryModule.h"
#include "AssetRegistryConsoleCommands.h"
#include "Developer/MessageLog/Public/MessageLogModule.h"
#define LOCTEXT_NAMESPACE "AssetRegistry"
IMPLEMENT_MODULE( FAssetRegistryModule, AssetRegistry );
void FAssetRegistryModule::StartupModule()
{
AssetRegistry = new FAssetRegistry();
ConsoleCommands = new FAssetRegistryConsoleCommands(*this);
#if WITH_UNREAL_DEVELOPER_TOOLS
// create a message log for the asset registry to use
FMessageLogModule& MessageLogModule = FModuleManager::LoadModuleChecked<FMessageLogModule>("MessageLog");
FMessageLogInitializationOptions InitOptions;
InitOptions.bShowPages = true;
MessageLogModule.RegisterLogListing("AssetRegistry", LOCTEXT("AssetRegistryLogLabel", "Asset Registry"), InitOptions);
#endif
}
void FAssetRegistryModule::ShutdownModule()
{
if ( AssetRegistry )
{
delete AssetRegistry;
AssetRegistry = NULL;
}
if ( ConsoleCommands )
{
delete ConsoleCommands;
ConsoleCommands = NULL;
}
#if WITH_UNREAL_DEVELOPER_TOOLS
if( FModuleManager::Get().IsModuleLoaded("MessageLog") )
{
// unregister message log
FMessageLogModule& MessageLogModule = FModuleManager::GetModuleChecked<FMessageLogModule>("MessageLog");
MessageLogModule.UnregisterLogListing("AssetRegistry");
}
#endif
}
IAssetRegistry& FAssetRegistryModule::Get() const
{
check(AssetRegistry);
return *AssetRegistry;
}
#undef LOCTEXT_NAMESPACE