Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/AssetEditorModeManager.cpp
Michael Noland 6ffd4a8b1d Editor Modes: Added support for displaying properties as widgets for selected components
- Changed FEdMode widget property display code to prefer a selected component
- Removed some duplicated code in various places in FEdMode
- Changed the widget diamond for transform properties to draw in the correct orientation
- Cleaned up various GEditor references that had crept back into FEdMode
- Added FEditorModeTools::GetSelectedComponents
- Initialized some unused variables in FEditorModeTools
- Some minor coding standards tweaks, implicit int to bools, etc...
[UE-12942] [UE-12943]

[CL 2515154 by Michael Noland in Main branch]
2015-04-16 18:43:52 -04:00

62 lines
1.4 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "UnrealEd.h"
#include "AssetEditorModeManager.h"
#include "PreviewScene.h"
#include "Engine/Selection.h"
//////////////////////////////////////////////////////////////////////////
// FAssetEditorModeManager
FAssetEditorModeManager::FAssetEditorModeManager()
: PreviewScene(nullptr)
{
ActorSet = NewObject<USelection>();
ActorSet->SetFlags(RF_Transactional);
ActorSet->AddToRoot();
ObjectSet = NewObject<USelection>();
ObjectSet->SetFlags(RF_Transactional);
ObjectSet->AddToRoot();
ComponentSet = NewObject<USelection>();
ComponentSet->SetFlags(RF_Transactional);
ComponentSet->AddToRoot();
}
FAssetEditorModeManager::~FAssetEditorModeManager()
{
ActorSet->RemoveFromRoot();
ActorSet = nullptr;
ObjectSet->RemoveFromRoot();
ObjectSet = nullptr;
ComponentSet->RemoveFromRoot();
ComponentSet = nullptr;
}
USelection* FAssetEditorModeManager::GetSelectedActors() const
{
return ActorSet;
}
USelection* FAssetEditorModeManager::GetSelectedObjects() const
{
return ObjectSet;
}
USelection* FAssetEditorModeManager::GetSelectedComponents() const
{
return ComponentSet;
}
UWorld* FAssetEditorModeManager::GetWorld() const
{
return (PreviewScene != nullptr) ? PreviewScene->GetWorld() : GEditor->GetEditorWorldContext().World();
}
void FAssetEditorModeManager::SetPreviewScene(class FPreviewScene* NewPreviewScene)
{
PreviewScene = NewPreviewScene;
}