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#rnx #Jira none #rb no code changes made [CL 14278647 by brooke hubert in ue5-main branch]
53 lines
1.9 KiB
C++
53 lines
1.9 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "LevelAssetEditorToolkit.h"
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#include "AssetEditorModeManager.h"
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#include "Tools/UAssetEditor.h"
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#include "LevelAssetEditorViewportClient.h"
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#include "InteractiveToolsContext.h"
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#include "LevelEditorToolsContextInterfaces.h"
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#include "LevelAssetEditorViewport.h"
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#include "Viewports.h"
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#include "EditorModeManager.h"
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FLevelEditorAssetToolkit::FLevelEditorAssetToolkit(UAssetEditor* InOwningAssetEditor, UInteractiveToolsContext* InContext)
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: FBaseAssetToolkit(InOwningAssetEditor)
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, ToolsContext(InContext)
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{
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check(ToolsContext);
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ToolsContextQueries = MakeShareable(new FLevelEditorToolsContextQueriesImpl(ToolsContext));
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ToolsContextTransactions = MakeShareable(new FLevelEditorContextTransactionImpl);
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ToolsContext->Initialize(ToolsContextQueries.Get(), ToolsContextTransactions.Get());
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}
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FLevelEditorAssetToolkit::~FLevelEditorAssetToolkit()
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{
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}
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AssetEditorViewportFactoryFunction FLevelEditorAssetToolkit::GetViewportDelegate()
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{
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AssetEditorViewportFactoryFunction TempViewportDelegate = [this](const FAssetEditorViewportConstructionArgs InArgs)
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{
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return SNew(SLevelAssetEditorViewport, InArgs)
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.EditorViewportClient(ViewportClient)
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.InputRouter(ToolsContext->InputRouter);
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};
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return TempViewportDelegate;
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}
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TSharedPtr<FEditorViewportClient> FLevelEditorAssetToolkit::CreateEditorViewportClient() const
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{
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// Leaving the preview scene to nullptr default creates us a viewport that mirrors the main level editor viewport
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TSharedPtr<FEditorViewportClient> WrappedViewportClient = MakeShared<FLevelAssetEditorViewportClient>(ToolsContext, EditorModeManager.Get(), nullptr);
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WrappedViewportClient->SetViewLocation(EditorViewportDefs::DefaultPerspectiveViewLocation);
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WrappedViewportClient->SetViewRotation(EditorViewportDefs::DefaultPerspectiveViewRotation);
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return WrappedViewportClient;
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}
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void FLevelEditorAssetToolkit::PostInitAssetEditor()
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{
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}
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