Files
UnrealEngineUWP/Engine/Source/Editor/CurveAssetEditor/Private/CurveAssetEditorModule.cpp
bryan sefcik 0837230669 Ran IWYU again on half of the Engine/Source/Editor/... source files.
#jira

[CL 21716414 by bryan sefcik in ue5-main branch]
2022-08-30 23:03:03 -04:00

38 lines
1.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "CurveAssetEditorModule.h"
#include "CurveAssetEditor.h"
#include "CurveEditorCommands.h"
#include "HAL/Platform.h"
#include "Modules/ModuleManager.h"
#include "UObject/NameTypes.h"
class ICurveAssetEditor;
class IToolkitHost;
//#include "Toolkits/ToolkitManager.h"
IMPLEMENT_MODULE( FCurveAssetEditorModule, CurveAssetEditor );
const FName FCurveAssetEditorModule::CurveAssetEditorAppIdentifier( TEXT( "CurveAssetEditorApp" ) );
void FCurveAssetEditorModule::StartupModule()
{
MenuExtensibilityManager = MakeShareable(new FExtensibilityManager);
FCurveEditorCommands::Register();
}
void FCurveAssetEditorModule::ShutdownModule()
{
MenuExtensibilityManager.Reset();
}
TSharedRef<ICurveAssetEditor> FCurveAssetEditorModule::CreateCurveAssetEditor( const EToolkitMode::Type Mode, const TSharedPtr< IToolkitHost >& InitToolkitHost, UCurveBase* CurveToEdit )
{
TSharedRef< FCurveAssetEditor > NewCurveAssetEditor( new FCurveAssetEditor() );
NewCurveAssetEditor->InitCurveAssetEditor( Mode, InitToolkitHost, CurveToEdit );
return NewCurveAssetEditor;
}