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Removed redundant private include paths from build.cs files. Fixed include paths to be relative to the private or public folders. Hid or removed includes that reached into other private module folders. Updated PublicInclude paths when necessary. #jira #preflight 631e283bec5b0c765fc0ffdb [CL 21960084 by bryan sefcik in ue5-main branch]
90 lines
3.5 KiB
C++
90 lines
3.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "PhysicsAssetEditorModule.h"
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#include "Modules/ModuleManager.h"
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#include "PhysicsAssetEditorSharedData.h"
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#include "IPhysicsAssetEditor.h"
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#include "PhysicsAssetEditor.h"
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#include "PhysicsAssetGraph/PhysicsAssetGraphPanelNodeFactory.h"
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#include "EdGraphUtilities.h"
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#include "PhysicsAssetEditorEditMode.h"
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#define LOCTEXT_NAMESPACE "PhysicsAssetEditorModule"
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/*-----------------------------------------------------------------------------
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FPhysicsAssetEditorModule
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-----------------------------------------------------------------------------*/
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class FPhysicsAssetEditorModule : public IPhysicsAssetEditorModule
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{
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public:
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/** Constructor, set up console commands and variables **/
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FPhysicsAssetEditorModule()
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{
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}
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/** Called right after the module DLL has been loaded and the module object has been created */
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virtual void StartupModule() override
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{
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MenuExtensibilityManager = MakeShareable(new FExtensibilityManager);
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ToolBarExtensibilityManager = MakeShareable(new FExtensibilityManager);
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PhysicsAssetGraphPanelNodeFactory = MakeShareable(new FPhysicsAssetGraphPanelNodeFactory());
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FEdGraphUtilities::RegisterVisualNodeFactory(PhysicsAssetGraphPanelNodeFactory);
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FEditorModeRegistry::Get().RegisterMode<FPhysicsAssetEditorEditMode>(FPhysicsAssetEditorEditMode::ModeName, LOCTEXT("PhysicsAssetEditorEditMode", "Physics Asset Editor"), FSlateIcon(), false);
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}
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/** Called before the module is unloaded, right before the module object is destroyed. */
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virtual void ShutdownModule() override
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{
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// Unregister the editor modes
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FEditorModeRegistry::Get().UnregisterMode(FPhysicsAssetEditorEditMode::ModeName);
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if (PhysicsAssetGraphPanelNodeFactory.IsValid())
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{
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FEdGraphUtilities::UnregisterVisualNodeFactory(PhysicsAssetGraphPanelNodeFactory);
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PhysicsAssetGraphPanelNodeFactory.Reset();
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}
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MenuExtensibilityManager.Reset();
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ToolBarExtensibilityManager.Reset();
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}
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virtual TSharedRef<IPhysicsAssetEditor> CreatePhysicsAssetEditor(const EToolkitMode::Type Mode, const TSharedPtr< IToolkitHost >& InitToolkitHost, UPhysicsAsset* PhysicsAsset) override
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{
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TSharedRef<FPhysicsAssetEditor> NewPhysicsAssetEditor(new FPhysicsAssetEditor());
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NewPhysicsAssetEditor->InitPhysicsAssetEditor(Mode, InitToolkitHost, PhysicsAsset);
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OnPhysicsAssetEditorCreatedDelegate.Broadcast(NewPhysicsAssetEditor);
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return NewPhysicsAssetEditor;
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}
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virtual FOnPhysicsAssetEditorCreated& OnPhysicsAssetEditorCreated() override
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{
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return OnPhysicsAssetEditorCreatedDelegate;
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}
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virtual void OpenNewBodyDlg(EAppReturnType::Type* NewBodyResponse) override
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{
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FPhysicsAssetEditorSharedData::OpenNewBodyDlg(NewBodyResponse);
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}
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/** Gets the extensibility managers for outside entities to extend static mesh editor's menus and toolbars */
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virtual TSharedPtr<FExtensibilityManager> GetMenuExtensibilityManager() override { return MenuExtensibilityManager; }
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virtual TSharedPtr<FExtensibilityManager> GetToolBarExtensibilityManager() override { return ToolBarExtensibilityManager; }
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private:
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TSharedPtr<FExtensibilityManager> MenuExtensibilityManager;
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TSharedPtr<FExtensibilityManager> ToolBarExtensibilityManager;
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/** Node factory for skeleton graph */
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TSharedPtr<FPhysicsAssetGraphPanelNodeFactory> PhysicsAssetGraphPanelNodeFactory;
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/** Delegate called when a physics asset editor is created */
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FOnPhysicsAssetEditorCreated OnPhysicsAssetEditorCreatedDelegate;
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};
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IMPLEMENT_MODULE(FPhysicsAssetEditorModule, PhysicsAssetEditor);
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#undef LOCTEXT_NAMESPACE
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