Files
UnrealEngine/Engine/Source/Runtime/UniversalObjectLocator/Private/UniversalObjectLocatorModule.cpp
2025-05-18 13:04:45 +08:00

95 lines
3.0 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "SubObjectLocator.h"
#include "Modules/ModuleManager.h"
#include "IUniversalObjectLocatorModule.h"
#include "UniversalObjectLocatorFragment.h"
#include "UniversalObjectLocatorRegistry.h"
#include "UniversalObjectLocatorParameterTypeHandle.h"
#include "Modules/VisualizerDebuggingState.h"
#include "Misc/DelayedAutoRegister.h"
#include "DirectPathObjectLocator.h"
namespace UE::UniversalObjectLocator
{
class FUniversalObjectLocatorModule
: public IUniversalObjectLocatorModule
{
public:
/** Debug visualizer ID. String for lookup inside natvcis should be "49ceb527db044325a786a9b4470158fc" */
FGuid DebugVisualizerID = FGuid(0x49ceb527, 0xdb044325, 0xa786a9b4, 0x470158fc);
void StartupModule() override
{
// Register fragment types as soon as the object system is ready
FDelayedAutoRegisterHelper(EDelayedRegisterRunPhase::ObjectSystemReady,
[this]
{
{
FFragmentTypeParameters FragmentTypeParams("subobj", NSLOCTEXT("SubObjectLocator", "Object", "Object"));
FragmentTypeParams.PrimaryEditorType = "SubObject";
FSubObjectLocator::FragmentType = this->RegisterFragmentType<FSubObjectLocator>(FragmentTypeParams);
}
{
FFragmentTypeParameters FragmentTypeParams("uobj", NSLOCTEXT("DirectPathObjectLocator", "Object", "Object"));
FDirectPathObjectLocator::FragmentType = this->RegisterFragmentType<FDirectPathObjectLocator>(FragmentTypeParams);
}
}
);
}
void ShutdownModule() override
{
}
FFragmentTypeHandle RegisterFragmentTypeImpl(const FFragmentType& FragmentType) override
{
using namespace UE::Core;
FRegistry& Registry = FRegistry::Get();
const int32 Index = Registry.FragmentTypes.Num();
Registry.FragmentTypes.Add(FragmentType);
checkf(Index < static_cast<int32>(std::numeric_limits<uint8>::max()), TEXT("Maximum number of UOL FragmentTypes reached"));
// Re-assign the debugging ptr in case it changed due to reallocation
EVisualizerDebuggingStateResult Result = FVisualizerDebuggingState::Assign(DebugVisualizerID, Registry.FragmentTypes.GetData());
return FFragmentTypeHandle(static_cast<uint8>(Index));
}
void UnregisterFragmentTypeImpl(FFragmentTypeHandle FragmentType) override
{
FRegistry::Get().FragmentTypes[FragmentType.GetIndex()] = FFragmentType{};
}
FParameterTypeHandle RegisterParameterTypeImpl(UScriptStruct* Struct)
{
FRegistry& Registry = FRegistry::Get();
const int32 Index = Registry.ParameterTypes.Num();
Registry.ParameterTypes.Add(Struct);
checkf(Index < FResolveParameterBuffer::MaxNumParameters, TEXT("Maximum number of UOL ParameterTypes reached"));
return FParameterTypeHandle(static_cast<uint8>(Index));
}
void UnregisterParameterTypeImpl(FParameterTypeHandle ParameterType)
{
FRegistry& Registry = FRegistry::Get();
check(ParameterType.IsValid());
Registry.ParameterTypes[ParameterType.GetIndex()] = nullptr;
}
};
} // namespace UE::UniversalObjectLocator
IMPLEMENT_MODULE(UE::UniversalObjectLocator::FUniversalObjectLocatorModule, UniversalObjectLocator);