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Linter.cpp
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140 lines (112 loc) · 4.53 KB
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// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#include "Linter.h"
#include "ISettingsModule.h"
#include "Framework/Docking/TabManager.h"
#include "LevelEditor.h"
#include "Widgets/Input/SButton.h"
#include "Styling/SlateStyle.h"
#include "AssetRegistryModule.h"
#include "IAssetRegistry.h"
#include "AssetData.h"
#include "ContentBrowserModule.h"
#include "PropertyEditorModule.h"
#include "LinterStyle.h"
#include "LinterContentBrowserExtensions.h"
#include "LinterNamingConvention.h"
#include "LinterSettings.h"
#include "UI/LintWizard.h"
#include "LintRuleSet.h"
#define LOCTEXT_NAMESPACE "FLinterModule"
static const FName LinterTabName = "LinterTab";
void FLinterModule::StartupModule()
{
// Load the asset registry module
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(FName("AssetRegistry"));
IAssetRegistry& AssetRegistry = AssetRegistryModule.Get();
if (AssetRegistry.IsLoadingAssets())
{
AssetRegistry.OnFilesLoaded().AddRaw(this, &FLinterModule::OnInitialAssetRegistrySearchComplete);
}
else
{
OnInitialAssetRegistrySearchComplete();
}
// Integrate Linter actions into existing editor context menus
if (!IsRunningCommandlet())
{
// Register slate style overrides
FLinterStyle::Initialize();
TSharedPtr<FSlateStyleSet> StyleSetPtr = FLinterStyle::StyleSet;
if (ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings"))
{
SettingsModule->RegisterSettings("Project", "Plugins", "Linter",
LOCTEXT("RuntimeSettingsName", "Linter"),
LOCTEXT("RuntimeSettingsDescription", "Configure the Linter plugin"),
GetMutableDefault<ULinterSettings>());
}
// Install UI Hooks
FLinterContentBrowserExtensions::InstallHooks(this, &ContentBrowserExtenderDelegateHandle, &AssetExtenderDelegateHandle);
//Register our UI
FGlobalTabmanager::Get()->RegisterNomadTabSpawner(
LinterTabName,
FOnSpawnTab::CreateStatic(&FLinterModule::SpawnTab, StyleSetPtr))
.SetDisplayName(LOCTEXT("LinterTabName", "Linter"))
.SetTooltipText(LOCTEXT("LinterTabToolTip", "Linter"))
.SetMenuType(ETabSpawnerMenuType::Hidden);
FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
PropertyModule.RegisterCustomClassLayout(ULinterNamingConvention::StaticClass()->GetFName(), FOnGetDetailCustomizationInstance::CreateStatic(&FLinterNamingConventionDetails::MakeInstance));
}
}
void FLinterModule::ShutdownModule()
{
if (ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings"))
{
SettingsModule->UnregisterSettings("Project", "Plugins", "Linter");
}
if (UObjectInitialized())
{
FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
PropertyModule.UnregisterCustomClassLayout(ULinterNamingConvention::StaticClass()->GetFName());
FLinterContentBrowserExtensions::RemoveHooks(this, &ContentBrowserExtenderDelegateHandle, &AssetExtenderDelegateHandle);
if (FModuleManager::Get().IsModuleLoaded(TEXT("LevelEditor")))
{
FLevelEditorModule& LevelEditorModule = FModuleManager::GetModuleChecked<FLevelEditorModule>(TEXT("LevelEditor"));
LevelEditorModule.OnTabManagerChanged().Remove(LevelEditorTabManagerChangedHandle);
}
FGlobalTabmanager::Get()->UnregisterTabSpawner(LinterTabName);
// Unregister slate style overrides
FLinterStyle::Shutdown();
}
}
TSharedRef<SDockTab> FLinterModule::SpawnTab(const FSpawnTabArgs& TabSpawnArgs, TSharedPtr<FSlateStyleSet> StyleSet)
{
const FSlateBrush* IconBrush = StyleSet->GetBrush("Linter.Toolbar.Icon");
const TSharedRef<SDockTab> MajorTab =
SNew(SDockTab)
.Icon(IconBrush)
.TabRole(ETabRole::MajorTab);
MajorTab->SetContent(SNew(SLintWizard));
return MajorTab;
}
void FLinterModule::OnInitialAssetRegistrySearchComplete()
{
TryToLoadAllLintRuleSets();
}
void FLinterModule::TryToLoadAllLintRuleSets()
{
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>(FName("AssetRegistry"));
IAssetRegistry& AssetRegistry = AssetRegistryModule.Get();
TArray<FAssetData> FoundRuleSets;
AssetRegistry.GetAssetsByClass(ULintRuleSet::StaticClass()->GetFName(), FoundRuleSets, true);
// Attempt to get all RuleSets in memory so that linting tools are better aware of them
for (const FAssetData& RuleSetData : FoundRuleSets)
{
if (!RuleSetData.IsAssetLoaded())
{
RuleSetData.GetAsset();
}
}
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FLinterModule, Linter)
DEFINE_LOG_CATEGORY(LogLinter);