Files
UnrealEngineUWP/Engine/Source/Editor/ActorPickerMode/Private/ActorPickerMode.cpp
Marc Audy a7f9391231 Merge UE5/Release-Engine-Staging @ 14811410 to UE5/Main
This represents UE4/Main @ 14768117

For ReleaseObjectVersion.h
#lockdown Marcus.Wassmer

[CL 14811440 by Marc Audy in ue5-main branch]
2020-11-24 18:42:39 -04:00

69 lines
2.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "ActorPickerMode.h"
#include "Modules/ModuleManager.h"
#include "EditorModeRegistry.h"
#include "EditorModeManager.h"
#include "EditorModes.h"
#include "EditorModeActorPicker.h"
#include "Framework/Application/SlateApplication.h"
IMPLEMENT_MODULE( FActorPickerModeModule, ActorPickerMode );
void FActorPickerModeModule::StartupModule()
{
FEditorModeRegistry::Get().RegisterMode<FEdModeActorPicker>(FBuiltinEditorModes::EM_ActorPicker);
if (FSlateApplication::IsInitialized())
{
OnApplicationDeactivatedHandle = FSlateApplication::Get().OnApplicationActivationStateChanged().Add(TDelegate<void(const bool)>::CreateRaw(this, &FActorPickerModeModule::OnApplicationDeactivated));
}
}
void FActorPickerModeModule::ShutdownModule()
{
if (FSlateApplication::IsInitialized())
{
FSlateApplication::Get().OnApplicationActivationStateChanged().Remove(OnApplicationDeactivatedHandle);
OnApplicationDeactivatedHandle.Reset();
}
FEditorModeRegistry::Get().UnregisterMode(FBuiltinEditorModes::EM_ActorPicker);
}
void FActorPickerModeModule::BeginActorPickingMode(FOnGetAllowedClasses InOnGetAllowedClasses, FOnShouldFilterActor InOnShouldFilterActor, FOnActorSelected InOnActorSelected) const
{
// 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::OnApplicationDeactivated(const bool IsActive) const
{
if (!IsActive)
{
EndActorPickingMode();
}
}
void FActorPickerModeModule::EndActorPickingMode() const
{
if (IsInActorPickingMode())
{
GLevelEditorModeTools().DeactivateMode(FBuiltinEditorModes::EM_ActorPicker);
}
}
bool FActorPickerModeModule::IsInActorPickingMode() const
{
return GLevelEditorModeTools().IsModeActive(FBuiltinEditorModes::EM_ActorPicker);
}