EM_Task/UnrealEd/Private/EditorModeRegistry.cpp

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2026-02-13 16:18:33 +08:00
// Copyright Epic Games, Inc. All Rights Reserved.
#include "EditorModeRegistry.h"
#include "Modules/ModuleManager.h"
#include "EditorStyleSet.h"
#include "EdMode.h"
#include "EditorModes.h"
#include "EditorModeInterpolation.h"
#include "SimpleRuntimeTextureEditor.h"
#include "Editor/PlacementMode/Public/IPlacementModeModule.h"
#include "Editor/LandscapeEditor/Public/LandscapeEditorModule.h"
#include "Editor/MeshPaint/Public/MeshPaintModule.h"
#include "Editor/ActorPickerMode/Public/ActorPickerMode.h"
#include "Editor/SceneDepthPickerMode/Public/SceneDepthPickerMode.h"
#include "Editor/FoliageEdit/Public/FoliageEditModule.h"
#include "Editor/VirtualTexturingEditor/Public/VirtualTexturingEditorModule.h"
#include "Classes/EditorStyleSettings.h"
#include "Subsystems/AssetEditorSubsystem.h"
FEditorModeFactory::FEditorModeFactory(const FEditorModeInfo& InModeInfo)
: ModeInfo(InModeInfo)
{
}
FEditorModeFactory::FEditorModeFactory(FEditorModeInfo&& InModeInfo)
: ModeInfo(InModeInfo)
{
}
FEditorModeFactory::~FEditorModeFactory()
{
}
FEditorModeInfo FEditorModeFactory::GetModeInfo() const
{
return ModeInfo;
}
TSharedRef<FEdMode> FEditorModeFactory::CreateMode() const
{
return FactoryCallback.Execute();
}
FEditorModeInfo::FEditorModeInfo()
: ID(NAME_None), bVisible(false), PriorityOrder(MAX_int32)
{
}
FEditorModeInfo::FEditorModeInfo(
FEditorModeID InID,
FText InName,
FSlateIcon InIconBrush,
bool InIsVisible,
int32 InPriorityOrder)
: ID(InID), ToolbarCustomizationName(*(InID.ToString() + TEXT("Toolbar"))), Name(InName), IconBrush(InIconBrush), bVisible(InIsVisible), PriorityOrder(InPriorityOrder)
{
if (!InIconBrush.IsSet())
{
FModuleManager::Get().LoadModule("EditorStyle"); // Need to ensure the EditorStyle module is loaded before we access static functions from one of its headers
IconBrush = FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.EditorModes");
}
}
void FEditorModeRegistry::Initialize()
{
// Send notifications for any legacy modes that were registered before the asset subsytem started up
UAssetEditorSubsystem* AssetEditorSubsystem = GEditor->GetEditorSubsystem<UAssetEditorSubsystem>();
for (const FactoryMap::ElementType& ModeEntry: ModeFactories)
{
AssetEditorSubsystem->OnEditorModeRegistered().Broadcast(ModeEntry.Key);
}
if (!GetDefault<UEditorStyleSettings>()->bEnableLegacyEditorModeUI)
{
// Add default editor modes
RegisterMode<FEdModeDefault>(
FBuiltinEditorModes::EM_Default,
NSLOCTEXT("DefaultMode", "DisplayName", "Select"),
FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.SelectMode", "LevelEditor.SelectMode.Small"),
true, 0);
}
else
{
RegisterMode<FEdModeDefault>(FBuiltinEditorModes::EM_Default);
}
RegisterMode<FEdModeInterpEdit>(FBuiltinEditorModes::EM_InterpEdit);
FModuleManager::LoadModuleChecked<IPlacementModeModule>(TEXT("PlacementMode"));
FModuleManager::LoadModuleChecked<FActorPickerModeModule>(TEXT("ActorPickerMode"));
FModuleManager::LoadModuleChecked<FSceneDepthPickerModeModule>(TEXT("SceneDepthPickerMode"));
FModuleManager::LoadModuleChecked<IMeshPaintModule>(TEXT("MeshPaintMode"));
FModuleManager::LoadModuleChecked<ILandscapeEditorModule>(TEXT("LandscapeEditor"));
FModuleManager::LoadModuleChecked<IFoliageEditModule>(TEXT("FoliageEdit"));
FModuleManager::LoadModuleChecked<IVirtualTexturingEditorModule>(TEXT("VirtualTexturingEditor"));
FModuleManager::LoadModuleChecked<FSimpleRuntimeTextureEditorModule>(TEXT("SimpleRuntimeTextureEditor"));
bInitialized = true;
}
void FEditorModeRegistry::Shutdown()
{
bInitialized = false;
UAssetEditorSubsystem* AssetEditorSubsystem = GEditor->GetEditorSubsystem<UAssetEditorSubsystem>();
for (auto& ModeEntry: ModeFactories)
{
AssetEditorSubsystem->OnEditorModeUnregistered().Broadcast(ModeEntry.Key);
}
ModeFactories.Empty();
}
FEditorModeRegistry& FEditorModeRegistry::Get()
{
static TSharedRef<FEditorModeRegistry> GModeRegistry = MakeShared<FEditorModeRegistry>();
return GModeRegistry.Get();
}
TArray<FEditorModeInfo> FEditorModeRegistry::GetSortedModeInfo() const
{
return GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->GetEditorModeInfoOrderedByPriority();
}
FEditorModeInfo FEditorModeRegistry::GetModeInfo(FEditorModeID ModeID) const
{
FEditorModeInfo Result;
GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->FindEditorModeInfo(ModeID, Result);
return Result;
}
TSharedPtr<FEdMode> FEditorModeRegistry::CreateMode(FEditorModeID ModeID, FEditorModeTools& Owner)
{
const TSharedRef<IEditorModeFactory>* ModeFactory = ModeFactories.Find(ModeID);
if (ModeFactory)
{
TSharedRef<FEdMode> Instance = (*ModeFactory)->CreateMode();
// Assign the mode info from the factory before we initialize
Instance->Info = (*ModeFactory)->GetModeInfo();
Instance->Owner = &Owner;
Instance->Initialize();
return Instance;
}
return nullptr;
}
void FEditorModeRegistry::RegisterMode(FEditorModeID ModeID, TSharedRef<IEditorModeFactory> Factory)
{
check(ModeID != FBuiltinEditorModes::EM_None);
check(!ModeFactories.Contains(ModeID));
ModeFactories.Add(ModeID, Factory);
if (bInitialized)
{
UAssetEditorSubsystem* AssetEditorSubsystem = GEditor->GetEditorSubsystem<UAssetEditorSubsystem>();
AssetEditorSubsystem->OnEditorModeRegistered().Broadcast(ModeID);
AssetEditorSubsystem->OnEditorModesChanged().Broadcast();
}
}
void FEditorModeRegistry::UnregisterMode(FEditorModeID ModeID)
{
// First off delete the factory
if (ModeFactories.Remove(ModeID) > 0 && bInitialized)
{
UAssetEditorSubsystem* AssetEditorSubsystem = GEditor->GetEditorSubsystem<UAssetEditorSubsystem>();
AssetEditorSubsystem->OnEditorModeUnregistered().Broadcast(ModeID);
AssetEditorSubsystem->OnEditorModesChanged().Broadcast();
}
}
FRegisteredModesChangedEvent& FEditorModeRegistry::OnRegisteredModesChanged()
{
return GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->OnEditorModesChanged();
}
FOnModeRegistered& FEditorModeRegistry::OnModeRegistered()
{
return GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->OnEditorModeRegistered();
}
FOnModeUnregistered& FEditorModeRegistry::OnModeUnregistered()
{
return GEditor->GetEditorSubsystem<UAssetEditorSubsystem>()->OnEditorModeUnregistered();
}