| 417 | if (bIsKeyEvent && IO.WantCaptureKeyboard) |
| 418 | { |
| 419 | return true; |
| 420 | } |
| 421 | } |
| 422 | |
| 423 | for (FEditorTool* Tool : EditorTools) |
| 424 | { |
| 425 | if (Tool->OnEvent(Event)) |
| 426 | { |
| 427 | return true; |
| 428 | } |
| 429 | } |
| 430 | |
| 431 | return false; |
| 432 | } |
| 433 | |
| 434 | void FEditorUI::Initialize(const FUpdateContext& UpdateContext) |
| 435 | { |
| 436 | ImGuiContext* Context = Render().GetImGuiRenderer()->GetImGuiContext(); |
| 437 | ImPlotContext* PlotContext = Render().GetImGuiRenderer()->GetImPlotContext(); |
| 438 | ImGui::SetCurrentContext(Context); |
| 439 | ImPlot::SetCurrentContext(PlotContext); |
| 440 | |
| 441 | // Editor links its own ImGui copy; install allocator here because StartupModule never runs (editor links directly, not LoadModule'd). |
| 442 | ImGuiX::InstallImGuiAllocator(); |
| 443 | |
| 444 | // Plugin DLLs each link their own ImGui copy too; hand the contexts to the module manager so it |
| 445 | // syncs every already-loaded plugin that opted in via LUMINA_MODULE_IMGUI() (and ones loaded later). |
| 446 | FModuleManager::Get().NotifyImGuiReady(Context, PlotContext); |
| 447 | |
| 448 | // Init ThumbnailManager before world load so engine primitive meshes are in the transient package before deserialization. |
| 449 | (void)CThumbnailManager::Get(); |
| 450 | |
| 451 | // Content-browser tiles that draw their own body (curves, etc) instead of a rendered thumbnail. |
| 452 | AssetTilePainters::RegisterBuiltin(); |
| 453 | |
| 454 | // A reimported texture keeps its bindless slot (RHI::Textures::Recreate repoints it), so materials |
| 455 | // sampling it are already correct. What is NOT correct is a material whose block was baked while |
| 456 | // that texture had no valid ResourceID -- it holds the fallback and nothing would ever rewrite it. |
| 457 | AssetDataChangedHandle = AssetEvents::OnAssetDataChanged().AddLambda([](CObject* Changed) |
| 458 | { |
| 459 | if (const CTexture* Texture = Cast<CTexture>(Changed)) |
| 460 | { |
| 461 | const uint32 Refreshed = RefreshMaterialsReferencingTexture(Texture); |
| 462 | if (Refreshed > 0) |
| 463 | { |
| 464 | LOG_INFO("Refreshed texture bindings on {} material(s) after '{}' changed.", |
| 465 | Refreshed, Texture->GetName().c_str()); |
| 466 | } |
| 467 | } |
| 468 | }); |
| 469 | |
| 470 | // Editor owns input until the user hits Play (the registry flag defaults true so packaged builds work). |
| 471 | FInputViewportRegistry::Get().SetGameInputFocused(false); |
| 472 | |
| 473 | RegisterBuiltinEditorTools(); |
| 474 | RegisterBuiltinAssetActions(); |
| 475 | |
| 476 | PropertyCustomizationRegistry = Memory::New<FPropertyCustomizationRegistry>(); |
no test coverage detected