Files
UnrealEngineUWP/Engine/Source/Editor/LandscapeEditor/Private/LandscapeEditorModule.cpp
Andrew Rodham ba3528c9d4 Made it possible for asset editors to maintain their own FEditorModeTools lists
Breaking changes include:
    * Rename of GEditorModeTools -> GLevelEditorModeTools to signify that it applies only to the level editor modes
    * Addition of FEditorModeRegistry, responsible for managing and creating new editor modes. Modes are no longer registered with an instance of the mode, instead with a mode factory that is able to create a new mode of that type.
    * Editor modes now operate on FEditorViewportClients rather than FLevelEditorViewportClients
    * Added ability to specify an FEditorModeTools when creating an FEditorViewport

Moved component vizualiser manager handling outside of individual editor modes, and into FLevelEditorViewportClient. This should make it easier to transplant in future.

This work addresses TTP#334640 - EDITOR: Investigate making editor modes a per-'editor' concept

Reviewed by Michael Noland, Matt Kuhlenschmidt

[CL 2109245 by Andrew Rodham in Main branch]
2014-06-18 10:16:16 -04:00

114 lines
5.7 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "LandscapeEditorPrivatePCH.h"
#include "LandscapeEditorCommands.h"
#include "LandscapeEdMode.h"
#include "LandscapeEditorClasses.h"
#include "LandscapeEditorDetails.h"
#include "LandscapeEditorDetailCustomizations.h"
#include "PropertyEditorModule.h"
#include "PropertyEditorDelegates.h"
#include "Editor/LevelEditor/Public/LevelEditor.h"
#include "LandscapeRender.h"
#include "Landscape/Landscape.h"
#define LOCTEXT_NAMESPACE "LandscapeEditor"
class FLandscapeEditorModule : public ILandscapeEditorModule
{
public:
/**
* Called right after the module's DLL has been loaded and the module object has been created
*/
virtual void StartupModule() override
{
FLandscapeEditorCommands::Register();
// register the editor mode
FEditorModeRegistry::Get().RegisterMode<FEdModeLandscape>(
FBuiltinEditorModes::EM_Landscape,
NSLOCTEXT("EditorModes", "LandscapeMode", "Landscape"),
FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.LandscapeMode", "LevelEditor.LandscapeMode.Small"),
true,
300
);
FPropertyEditorModule& PropertyModule = FModuleManager::GetModuleChecked<FPropertyEditorModule>("PropertyEditor");
PropertyModule.RegisterCustomClassLayout("LandscapeEditorObject", FOnGetDetailCustomizationInstance::CreateStatic(&FLandscapeEditorDetails::MakeInstance));
PropertyModule.RegisterCustomPropertyTypeLayout("GizmoImportLayer", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FLandscapeEditorStructCustomization_FGizmoImportLayer::MakeInstance));
PropertyModule.RegisterCustomPropertyTypeLayout("LandscapeImportLayer", FOnGetPropertyTypeCustomizationInstance::CreateStatic(&FLandscapeEditorStructCustomization_FLandscapeImportLayer::MakeInstance));
TSharedRef<FUICommandList> CommandList = MakeShareable(new FUICommandList);
const FLandscapeEditorCommands& LandscapeActions = FLandscapeEditorCommands::Get();
CommandList->MapAction(LandscapeActions.ViewModeNormal, FExecuteAction::CreateStatic(&ChangeLandscapeViewMode, ELandscapeViewMode::Normal), FCanExecuteAction(), FIsActionChecked::CreateStatic(&IsLandscapeViewModeSelected, ELandscapeViewMode::Normal));
CommandList->MapAction(LandscapeActions.ViewModeLOD, FExecuteAction::CreateStatic(&ChangeLandscapeViewMode, ELandscapeViewMode::LOD), FCanExecuteAction(), FIsActionChecked::CreateStatic(&IsLandscapeViewModeSelected, ELandscapeViewMode::LOD));
CommandList->MapAction(LandscapeActions.ViewModeLayerDensity, FExecuteAction::CreateStatic(&ChangeLandscapeViewMode, ELandscapeViewMode::LayerDensity), FCanExecuteAction(), FIsActionChecked::CreateStatic(&IsLandscapeViewModeSelected, ELandscapeViewMode::LayerDensity));
CommandList->MapAction(LandscapeActions.ViewModeLayerDebug, FExecuteAction::CreateStatic(&ChangeLandscapeViewMode, ELandscapeViewMode::DebugLayer), FCanExecuteAction(), FIsActionChecked::CreateStatic(&IsLandscapeViewModeSelected, ELandscapeViewMode::DebugLayer));
TSharedRef<FExtender> ViewportMenuExtender = MakeShareable(new FExtender);
ViewportMenuExtender->AddMenuExtension("LevelViewportLandscape", EExtensionHook::First, CommandList, FMenuExtensionDelegate::CreateStatic(&ConstructLandscapeViewportMenu));
FLevelEditorModule& LevelEditorModule = FModuleManager::LoadModuleChecked<FLevelEditorModule>("LevelEditor");
LevelEditorModule.GetMenuExtensibilityManager()->AddExtender(ViewportMenuExtender);
// Actor Factories
UActorFactoryLandscape* LandscapeActorFactory = ConstructObject<UActorFactoryLandscape>(UActorFactoryLandscape::StaticClass());
LandscapeActorFactory->NewActorClass = ALandscape::StaticClass();
GEditor->ActorFactories.Add(LandscapeActorFactory);
UActorFactoryLandscape* LandscapeProxyActorFactory = ConstructObject<UActorFactoryLandscape>(UActorFactoryLandscape::StaticClass());
LandscapeProxyActorFactory->NewActorClass = ALandscapeProxy::StaticClass();
GEditor->ActorFactories.Add(LandscapeProxyActorFactory);
}
/**
* Called before the module is unloaded, right before the module object is destroyed.
*/
virtual void ShutdownModule() override
{
FLandscapeEditorCommands::Unregister();
// unregister the editor mode
FEditorModeRegistry::Get().UnregisterMode(FBuiltinEditorModes::EM_Landscape);
}
static void ConstructLandscapeViewportMenu(FMenuBuilder& MenuBuilder)
{
struct Local
{
static void BuildLandscapeVisualizersMenu(FMenuBuilder& InMenuBuilder)
{
const FLandscapeEditorCommands& LandscapeActions = FLandscapeEditorCommands::Get();
InMenuBuilder.BeginSection("LandscapeVisualizers", LOCTEXT("LandscapeHeader", "Landscape Visualizers"));
{
InMenuBuilder.AddMenuEntry(LandscapeActions.ViewModeNormal, NAME_None, LOCTEXT("LandscapeViewModeNormal", "Normal"));
InMenuBuilder.AddMenuEntry(LandscapeActions.ViewModeLOD, NAME_None, LOCTEXT("LandscapeViewModeLOD", "LOD"));
InMenuBuilder.AddMenuEntry(LandscapeActions.ViewModeLayerDensity, NAME_None, LOCTEXT("LandscapeViewModeLayerDensity", "Layer Density"));
InMenuBuilder.AddMenuEntry(LandscapeActions.ViewModeLayerDebug, NAME_None, LOCTEXT("LandscapeViewModeLayerDebug", "Layer Debug"));
}
InMenuBuilder.EndSection();
}
};
MenuBuilder.AddSubMenu(LOCTEXT("LandscapeSubMenu", "Visualizers"), LOCTEXT("LandscapeSubMenu_ToolTip", "Select a Landscape visualiser"), FNewMenuDelegate::CreateStatic(&Local::BuildLandscapeVisualizersMenu));
}
static void ChangeLandscapeViewMode(ELandscapeViewMode::Type ViewMode)
{
GLandscapeViewMode = ViewMode;
}
static bool IsLandscapeViewModeSelected(ELandscapeViewMode::Type ViewMode)
{
return GLandscapeViewMode == ViewMode;
}
};
IMPLEMENT_MODULE( FLandscapeEditorModule, LandscapeEditor );
#undef LOCTEXT_NAMESPACE