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本文整理汇总了C++中FText函数的典型用法代码示例。如果您正苦于以下问题:C++ FText函数的具体用法?C++ FText怎么用?C++ FText使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。 在下文中一共展示了FText函数的27个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。 示例1: LOCTEXTvoid FThumbnailSection::BuildSectionContextMenu(FMenuBuilder& MenuBuilder, const FGuid& ObjectBinding){ MenuBuilder.BeginSection(NAME_None, LOCTEXT("ViewMenuText", "View")); { MenuBuilder.AddSubMenu( LOCTEXT("ThumbnailsMenu", "Thumbnails"), FText(), FNewMenuDelegate::CreateLambda([=](FMenuBuilder& InMenuBuilder){ TSharedPtr<ISequencer> Sequencer = SequencerPtr.Pin(); FText CurrentTime = FText::FromString(Sequencer->GetZeroPadNumericTypeInterface()->ToString(Sequencer->GetGlobalTime())); InMenuBuilder.BeginSection(NAME_None, LOCTEXT("ThisSectionText", "This Section")); { InMenuBuilder.AddMenuEntry( LOCTEXT("RefreshText", "Refresh"), LOCTEXT("RefreshTooltip", "Refresh this section's thumbnails"), FSlateIcon(), FUIAction(FExecuteAction::CreateRaw(this, &FThumbnailSection::RedrawThumbnails)) ); InMenuBuilder.AddMenuEntry( FText::Format(LOCTEXT("SetSingleTime", "Set Thumbnail Time To {0}"), CurrentTime), LOCTEXT("SetSingleTimeTooltip", "Defines the time at which this section should draw its single thumbnail to the current cursor position"), FSlateIcon(), FUIAction( FExecuteAction::CreateLambda([=]{ SetSingleTime(Sequencer->GetGlobalTime()); GetMutableDefault<UMovieSceneUserThumbnailSettings>()->bDrawSingleThumbnails = true; GetMutableDefault<UMovieSceneUserThumbnailSettings>()->SaveConfig(); }) ) ); } InMenuBuilder.EndSection(); InMenuBuilder.BeginSection(NAME_None, LOCTEXT("GlobalSettingsText", "Global Settings")); { InMenuBuilder.AddMenuEntry( LOCTEXT("RefreshAllText", "Refresh All"), LOCTEXT("RefreshAllTooltip", "Refresh all sections' thumbnails"), FSlateIcon(), FUIAction(FExecuteAction::CreateLambda([]{ GetDefault<UMovieSceneUserThumbnailSettings>()->BroadcastRedrawThumbnails(); })) ); FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor"); FDetailsViewArgs Args(false, false, false, FDetailsViewArgs::HideNameArea); TSharedRef<IDetailsView> DetailView = PropertyModule.CreateDetailView(Args); DetailView->SetObject(GetMutableDefault<UMovieSceneUserThumbnailSettings>()); InMenuBuilder.AddWidget(DetailView, FText(), true); } InMenuBuilder.EndSection(); }) ); } MenuBuilder.EndSection();}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:60,
示例2: FTextvoid HLODOutliner::FLODActorItem::GenerateContextMenu(FMenuBuilder& MenuBuilder, SHLODOutliner& Outliner){ auto SharedOutliner = StaticCastSharedRef<SHLODOutliner>(Outliner.AsShared()); MenuBuilder.AddMenuEntry(LOCTEXT("SelectLODActor", "Select LOD Actor"), FText(), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(&Outliner, &SHLODOutliner::SelectLODActor, AsShared()))); MenuBuilder.AddMenuEntry(LOCTEXT("SelectContainedActors", "Select Contained Actors"), FText(), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(&Outliner, &SHLODOutliner::SelectContainedActors, AsShared()))); if (LODActor->IsDirty()) { MenuBuilder.AddMenuEntry(LOCTEXT("BuildLODActorMesh", "Build LOD Mesh"), FText(), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(&Outliner, &SHLODOutliner::BuildLODActor, AsShared()))); } else { MenuBuilder.AddMenuEntry(LOCTEXT("ForceView", "ForceView"), FText(), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(&Outliner, &SHLODOutliner::ForceViewLODActor, AsShared()))); } AActor* Actor = LODActor.Get(); ALODActor* ParentActor = HierarchicalLODUtils::GetParentLODActor(Actor); if (ParentActor && Parent.Pin()->GetTreeItemType() == TreeItemType::HierarchicalLODActor) { MenuBuilder.AddMenuEntry(LOCTEXT("RemoveChildFromCluster", "Remove from cluster"), FText(), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(&Outliner, &SHLODOutliner::RemoveLODActorFromCluster, AsShared()))); } else { MenuBuilder.AddMenuEntry(LOCTEXT("DeleteCluster", "Delete Cluster"), FText(), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(&Outliner, &SHLODOutliner::DeleteCluster, AsShared()))); }}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:28,
示例3: GetTrafficLightAsTextstatic FText GetTrafficLightAsText(ETrafficLightState State){ switch (State) { case ETrafficLightState::Green: return FText(LOCTEXT("GreenTrafficLight", "Green")); case ETrafficLightState::Yellow: return FText(LOCTEXT("YellowTrafficLight", "Yellow")); case ETrafficLightState::Red: return FText(LOCTEXT("RedTrafficLight", "Red")); default: return FText(LOCTEXT("InvalidTrafficLight", "INVALID")); }}
开发者ID:cyy1991,项目名称:carla,代码行数:9,
示例4: FTextEND_SLATE_FUNCTION_BUILD_OPTIMIZATIONFText SBlendProfilePicker::GetSelectedProfileName() const{ if(SelectedProfile) { return FText::Format(FText(LOCTEXT("SelectedNameEntry", "{0}")), FText::FromString(SelectedProfile->GetName())); } return FText(LOCTEXT("NoSelectionEntry", "None"));}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:10,
示例5: WorldSettingsIconvoid FWorldTreeItem::GenerateContextMenu(FMenuBuilder& MenuBuilder, SSceneOutliner& Outliner){ auto SharedOutliner = StaticCastSharedRef<SSceneOutliner>(Outliner.AsShared()); const FSlateIcon WorldSettingsIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.WorldProperties.Tab"); const FSlateIcon NewFolderIcon(FEditorStyle::GetStyleSetName(), "SceneOutliner.NewFolderIcon"); MenuBuilder.AddMenuEntry(LOCTEXT("CreateFolder", "Create Folder"), FText(), NewFolderIcon, FUIAction(FExecuteAction::CreateSP(this, &FWorldTreeItem::CreateFolder, TWeakPtr<SSceneOutliner>(SharedOutliner)))); MenuBuilder.AddMenuEntry(LOCTEXT("OpenWorldSettings", "World Settings"), FText(), WorldSettingsIcon, FExecuteAction::CreateSP(this, &FWorldTreeItem::OpenWorldSettings));}
开发者ID:Codermay,项目名称:Unreal4,代码行数:10,
示例6: ifFText FBehaviorTreeDebugger::FindValueForKey(const FName& InKeyName, bool bUseCurrentState) const{#if USE_BEHAVIORTREE_DEBUGGER if (IsDebuggerRunning() && TreeInstance.IsValid()) { const TMap<FName, FString>* MapToQuery = nullptr; if(bUseCurrentState) { MapToQuery = &CurrentValues; } else if(TreeInstance->DebuggerSteps.IsValidIndex(ActiveStepIndex)) { MapToQuery = &TreeInstance->DebuggerSteps[ActiveStepIndex].BlackboardValues; } if(MapToQuery != nullptr) { const FString* FindValue = MapToQuery->Find(InKeyName); if(FindValue != nullptr) { return FText::FromString(*FindValue); } } } return FText();#endif}
开发者ID:Codermay,项目名称:Unreal4,代码行数:29,
示例7: SNewTSharedRef<ITableRow> SLargeAssetTypeTreeWidget::TreeView_OnGenerateRow( FLargeAssetTypeTreeItemPtr Item, const TSharedRef<STableViewBase>& OwnerTable){ return SNew(STableRow<FLargeAssetTypeTreeItemPtr>, OwnerTable) [ SNew(SHorizontalBox) + SHorizontalBox::Slot() .AutoWidth() [ SNew(SCheckBox) .IsChecked( this, &SLargeAssetTypeTreeWidget::TreeView_IsChecked, FLargeAssetTypeTreeItemWeakPtr(Item) ) .OnCheckStateChanged( this, &SLargeAssetTypeTreeWidget::TreeView_OnCheckStateChanged, FLargeAssetTypeTreeItemWeakPtr(Item) ) ] + SHorizontalBox::Slot() [ SNew(STextBlock) .Text(Item->Title) .ToolTipText( !Item->AssetTypeClassName.IsEmpty() ? FText::Format(LOCTEXT("SLargeAssetTypeTreeWidget_ToolTip", "Class: {0}"), FText::FromString(Item->AssetTypeClassName) ) : FText() ) ] ];}
开发者ID:barold,项目名称:ue4-hg-plugin,代码行数:34,
示例8: LOCTEXTFText SSessionLauncherCookPage::HandleCookModeComboButtonContentText( ) const{ ILauncherProfilePtr SelectedProfile = Model->GetSelectedProfile(); if (SelectedProfile.IsValid()) { ELauncherProfileCookModes::Type CookMode = SelectedProfile->GetCookMode(); if (CookMode == ELauncherProfileCookModes::ByTheBook) { return LOCTEXT("CookModeComboButton_ByTheBook", "By the book"); } if (CookMode == ELauncherProfileCookModes::DoNotCook) { return LOCTEXT("CookModeComboButton_DoNotCook", "Do not cook"); } if (CookMode == ELauncherProfileCookModes::OnTheFly) { return LOCTEXT("CookModeComboButton_OnTheFly", "On the fly"); } return LOCTEXT("CookModeComboButtonDefaultText", "Select..."); } return FText();}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:28,
示例9: switchFText FGitSourceControlState::GetDisplayTooltip() const{ switch(WorkingCopyState) //-V719 { case EWorkingCopyState::Unknown: return LOCTEXT("Unknown_Tooltip", "Unknown source control state"); case EWorkingCopyState::Unchanged: return LOCTEXT("Pristine_Tooltip", "There are no modifications"); case EWorkingCopyState::Added: return LOCTEXT("Added_Tooltip", "Item is scheduled for addition"); case EWorkingCopyState::Deleted: return LOCTEXT("Deleted_Tooltip", "Item is scheduled for deletion"); case EWorkingCopyState::Modified: return LOCTEXT("Modified_Tooltip", "Item has been modified"); case EWorkingCopyState::Conflicted: return LOCTEXT("ContentsConflict_Tooltip", "The contents (as opposed to the properties) of the item conflict with updates received from the repository."); case EWorkingCopyState::Ignored: return LOCTEXT("Ignored_Tooltip", "Item is being ignored."); case EWorkingCopyState::Merged: return LOCTEXT("Merged_Tooltip", "Item has been merged."); case EWorkingCopyState::NotControlled: return LOCTEXT("NotControlled_Tooltip", "Item is not under version control."); case EWorkingCopyState::Missing: return LOCTEXT("Missing_Tooltip", "Item is missing (e.g., you moved or deleted it without using Git). This also indicates that a directory is incomplete (a checkout or update was interrupted)."); } return FText();}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:28,
示例10: GetProductionCostFText UFlareFactory::GetFactoryCycleCost(const FFlareProductionData* Data){ FText ProductionCostText; FText CommaTextReference = UFlareGameTools::AddLeadingSpace(LOCTEXT("Comma", "+")); // Cycle cost in credits uint32 CycleProductionCost = GetProductionCost(Data); if (CycleProductionCost > 0) { ProductionCostText = FText::Format(LOCTEXT("ProductionCostFormat", "{0} credits"), FText::AsNumber(UFlareGameTools::DisplayMoney(CycleProductionCost))); } // Cycle cost in resources for (int ResourceIndex = 0; ResourceIndex < Data->InputResources.Num(); ResourceIndex++) { FText CommaText = ProductionCostText.IsEmpty() ? FText() : CommaTextReference; const FFlareFactoryResource* FactoryResource = &Data->InputResources[ResourceIndex]; FCHECK(FactoryResource); ProductionCostText = FText::Format(LOCTEXT("ProductionResourcesFormat", "{0}{1} {2} {3}"), ProductionCostText, CommaText, FText::AsNumber(FactoryResource->Quantity), FactoryResource->Resource->Data.Acronym); } return ProductionCostText;}
开发者ID:niavok,项目名称:HeliumRain,代码行数:25,
示例11: LOCTEXTFText FWindowsErrorReport::DiagnoseReport() const{ // Mark the callstack as invalid. bValidCallstack = false; // Should check if there are local PDBs before doing anything auto CrashDebugHelper = CrashHelperModule ? CrashHelperModule->Get() : nullptr; if (!CrashDebugHelper) { // Not localized: should never be seen return FText::FromString(TEXT("Failed to load CrashDebugHelper.")); } FString DumpFilename; if (!FindFirstReportFileWithExtension(DumpFilename, TEXT(".dmp"))) { if (!FindFirstReportFileWithExtension(DumpFilename, TEXT(".mdmp"))) { return LOCTEXT("MinidumpNotFound", "No minidump found for this crash."); } } if (!CrashDebugHelper->CreateMinidumpDiagnosticReport(ReportDirectory / DumpFilename)) { return LOCTEXT("NoDebuggingSymbols", "You do not have any debugging symbols required to display the callstack for this crash."); } // No longer required, only for backward compatibility, mark the callstack as valid. bValidCallstack = true; return FText();}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:31,
示例12: checkfFText FTextFormatter::Format(FTextFormat&& InFmt, FFormatOrderedArguments&& InArguments, const bool bInRebuildText, const bool bInRebuildAsSource){ checkf(FInternationalization::Get().IsInitialized() == true, TEXT("FInternationalization is not initialized. An FText formatting method was likely used in static object initialization - this is not supported.")); int32 EstimatedArgumentValuesLength = 0; for (const auto& Arg : InArguments) { EstimatedArgumentValuesLength += EstimateArgumentValueLength(Arg); } const FString& FmtPattern = InFmt.GetSourceString(); auto GetArgumentValue = [&InArguments, &FmtPattern](const TextFormatTokens::FArgumentTokenSpecifier& ArgumentToken, int32 ArgumentNumber) -> const FFormatArgumentValue* { int32 ArgumentIndex = ArgumentToken.ArgumentIndex; if (ArgumentIndex == INDEX_NONE) { // We failed to parse the argument name into a number... // We have existing code that is incorrectly using names in the format string when providing ordered arguments // ICU used to fallback to treating the index of the argument within the string as if it were the index specified // by the argument name, so we need to emulate that behavior to avoid breaking some format operations UE_LOG(LogTextFormatter, Warning, TEXT("Failed to parse argument /"%s/" as a number (using /"%d/" as a fallback). Please check your format string for errors: /"%s/"."), *FString(ArgumentToken.ArgumentNameLen, ArgumentToken.ArgumentNameStartPos), ArgumentNumber, *FmtPattern); ArgumentIndex = ArgumentNumber; } return InArguments.IsValidIndex(ArgumentIndex) ? &(InArguments[ArgumentIndex]) : nullptr; }; FString ResultString = Format(InFmt, FPrivateTextFormatArguments(FPrivateTextFormatArguments::FGetArgumentValue(GetArgumentValue), EstimatedArgumentValuesLength, bInRebuildText, bInRebuildAsSource)); FText Result = FText(MakeShareable(new TGeneratedTextData<FTextHistory_OrderedFormat>(MoveTemp(ResultString), FTextHistory_OrderedFormat(MoveTemp(InFmt), MoveTemp(InArguments))))); if (!GIsEditor) { Result.Flags |= ETextFlag::Transient; } return Result;}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:35,
示例13: LOCTEXT//@todo this is deprecated and shouldn't be used anymore [6/4/2014 justin.sargent]FText FBuildPatchInstaller::GetDownloadSpeedText(){ static const FText DownloadSpeedFormat = LOCTEXT("BuildPatchInstaller_DownloadSpeedFormat", "{Current} / {Total} ({Speed}/sec)"); FScopeLock Lock(&ThreadLock); FText SpeedDisplayedText; if (DownloadSpeedValue >= 0) { FNumberFormattingOptions SpeedFormattingOptions; SpeedFormattingOptions.MaximumFractionalDigits = 1; SpeedFormattingOptions.MinimumFractionalDigits = 0; FNumberFormattingOptions SizeFormattingOptions; SizeFormattingOptions.MaximumFractionalDigits = 1; SizeFormattingOptions.MinimumFractionalDigits = 1; FFormatNamedArguments Args; Args.Add(TEXT("Speed"), FText::AsMemory(DownloadSpeedValue, &SpeedFormattingOptions)); Args.Add(TEXT("Total"), FText::AsMemory(TotalInitialDownloadSize, &SizeFormattingOptions)); Args.Add(TEXT("Current"), FText::AsMemory(TotalInitialDownloadSize - DownloadBytesLeft, &SizeFormattingOptions)); return FText::Format(DownloadSpeedFormat, Args); } return FText();}
开发者ID:Art1stical,项目名称:AHRUnrealEngine,代码行数:26,
示例14: ConstructReportWidgetTSharedRef<SWidget> FReportWidgetGenerator::GetWidget(){ auto progress = Generator->GetProgress(); if (progress == FAsyncReportGenerator::EProgress::COMPILATION_COMPLETE) { if (!CachedReportWidget.IsValid()) { // Make the widget once then cache it CachedReportWidget = ConstructReportWidget(Generator.Get()); } return CachedReportWidget.ToSharedRef(); } else { // Set the throbber text depending on how far through compilation we are if (progress == FAsyncReportGenerator::EProgress::CROSS_COMPILATION_IN_PROGRESS) { ThrobberTextLine1->SetText(FText::FromString(TEXT("Compiling HLSL to GLSL"))); ThrobberTextLine2->SetText(FText()); } else { check(progress == FAsyncReportGenerator::EProgress::MALIOC_COMPILATION_IN_PROGRESS); const auto oscProgress = Generator->GetMaliOCCompilationProgress(); ThrobberTextLine1->SetText(FText::FromString(TEXT("Compiling Shaders"))); ThrobberTextLine2->SetText(FText::FromString(FString::Printf(TEXT("%u / %u"), oscProgress.NumCompiledShaders, oscProgress.NumTotalShaders))); } return ThrobberWidget.ToSharedRef(); }}
开发者ID:ARM-software,项目名称:malioc-ue4,代码行数:34,
示例15: switchFText FFlareTransactionLogEntry::GetCategoryDescription(EFlareTransactionLogEntry::Type Type){ switch (Type) { case EFlareTransactionLogEntry::ManualResourcePurchase: return LOCTEXT("CategoryManualResourcePurchase", "Resources purchases"); break; case EFlareTransactionLogEntry::ManualResourceSell: return LOCTEXT("CategoryManualResourceSell", "Resources sales"); break; case EFlareTransactionLogEntry::TradeRouteResourcePurchase: return LOCTEXT("CategoryTradeRouteResourcePurchase", "Trade route purchases"); break; case EFlareTransactionLogEntry::TradeRouteResourceSell: return LOCTEXT("CategoryTradeRouteResourceSell", "Trade route sales"); break; case EFlareTransactionLogEntry::FactoryWages: return LOCTEXT("CategoryFactoryWages", "Factory wages"); break; case EFlareTransactionLogEntry::CancelFactoryWages: return LOCTEXT("CategoryCancelFactoryWages", "Factory wages cancelled"); break; case EFlareTransactionLogEntry::StationConstructionFees: return LOCTEXT("CategoryStationConstructionFees", "Station construction"); break; case EFlareTransactionLogEntry::StationUpgradeFees: return LOCTEXT("CategoryStationUpgradeFees", "Station upgrades"); break; case EFlareTransactionLogEntry::CancelStationUpgradeFees: return LOCTEXT("CategoryCancelStationUpgradeFees", "Station upgrades refunds"); break; case EFlareTransactionLogEntry::UpgradeShipPart: return LOCTEXT("CategoryUpgradeShipPart", "Ship upgrades"); break; case EFlareTransactionLogEntry::OrderShip: return LOCTEXT("CategoryOrderShip", "Ship construction"); break; case EFlareTransactionLogEntry::CancelOrderShip: return LOCTEXT("CategoryCancelOrderShip", "Ship construction refunds"); break; case EFlareTransactionLogEntry::OrderShipAdvance: return LOCTEXT("CategoryOrderShipAdvance", "Ship construction advances"); break; case EFlareTransactionLogEntry::PeoplePurchase: return LOCTEXT("CategoryPeoplePurchase", "Population purchases"); break; case EFlareTransactionLogEntry::InitialMoney: return LOCTEXT("CategoryInitialMoney", "Initial capital"); break; case EFlareTransactionLogEntry::PayRepair: return LOCTEXT("CategoryPayRepair", "Ship repairs"); break; case EFlareTransactionLogEntry::PayRefill: return LOCTEXT("CategoryPayRefill", "Ship refilling"); break; case EFlareTransactionLogEntry::PaidForRepair: return LOCTEXT("CategoryPaidForRepair", "Ship repair services"); break; case EFlareTransactionLogEntry::PaidForRefill: return LOCTEXT("CategoryPaidForRefill", "Ship refilling services"); break; case EFlareTransactionLogEntry::SendTribute: return LOCTEXT("CategorySendTribute", "Tributes paid"); break; case EFlareTransactionLogEntry::ReceiveTribute: return LOCTEXT("CategoryReceiveTribute", "Tributes received"); break; case EFlareTransactionLogEntry::RecoveryFees: return LOCTEXT("CategoryRecoveryFees", "Ship recovery"); break; case EFlareTransactionLogEntry::ScrapGain: return LOCTEXT("CategoryScrapGain", "Ship scrapping"); break; case EFlareTransactionLogEntry::Cheat: return LOCTEXT("CategoryCheat", "Unlawful transactions"); break; case EFlareTransactionLogEntry::QuestReward: return LOCTEXT("CategoryQuestReward", "Contracts"); break; case EFlareTransactionLogEntry::MutualAssistance: return LOCTEXT("CategoryMutualAssistance", "Mutual assistance"); break; case EFlareTransactionLogEntry::ScrapCost: return LOCTEXT("CategoryScrapCost", "Ship scrapping costs"); break; } return FText();}
开发者ID:niavok,项目名称:HeliumRain,代码行数:35,
示例16: switchFText FTextHistory_AsCurrency::ToText(bool bInAsSource) const{ TSharedPtr< FCulture, ESPMode::ThreadSafe > CurrentCulture = bInAsSource? FInternationalization::Get().GetInvariantCulture() : TargetCulture; switch(SourceValue.Type) { case EFormatArgumentType::UInt: { return FText::AsCurrency(SourceValue.UIntValue, CurrencyCode, FormatOptions, CurrentCulture); } case EFormatArgumentType::Int: { return FText::AsCurrency(SourceValue.IntValue, CurrencyCode, FormatOptions, CurrentCulture); } case EFormatArgumentType::Float: { return FText::AsCurrency(SourceValue.FloatValue, CurrencyCode, FormatOptions, CurrentCulture); } case EFormatArgumentType::Double: { return FText::AsCurrency(SourceValue.DoubleValue, CurrencyCode, FormatOptions, CurrentCulture); } default: { // Should never reach this point check(0); } } return FText();}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:30,
示例17: GetGearAsTextstatic FText GetGearAsText(int32 Gear){ if (Gear < 0) { return FText(LOCTEXT("ReverseGear", "R")); } else { return (Gear == 0 ? LOCTEXT("NeutralGear", "N") : FText::AsNumber(Gear)); }}
开发者ID:cyy1991,项目名称:carla,代码行数:8,
示例18: FTextFText FActorInfoColumn::GetSelectedMode() const{ if (CurrentMode == ECustomColumnMode::None) { return FText(); } return MakeComboText(CurrentMode);}
开发者ID:Codermay,项目名称:Unreal4,代码行数:9,
示例19: SNewvoid UEnvironmentQueryGraphNode_Option::CreateAddTestSubMenu(class FMenuBuilder& MenuBuilder, UEdGraph* Graph) const{ TSharedRef<SGraphEditorActionMenuAI> Menu = SNew(SGraphEditorActionMenuAI) .GraphObj( Graph ) .GraphNode((UEnvironmentQueryGraphNode_Option*)this) .AutoExpandActionMenu(true); MenuBuilder.AddWidget(Menu,FText(),true);}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:10,
示例20: MenuBuilderTSharedRef<SWidget> FSequencerTimeSliderController::OpenSetPlaybackRangeMenu(float MouseTime){ const bool bShouldCloseWindowAfterMenuSelection = true; FMenuBuilder MenuBuilder(bShouldCloseWindowAfterMenuSelection, nullptr); FText NumericText; if (SequencerSnapValues::IsTimeSnapIntervalFrameRate(TimeSliderArgs.Settings->GetTimeSnapInterval()) && TimeSliderArgs.Settings->GetShowFrameNumbers()) { NumericText = FText::Format(LOCTEXT("FrameTextFormat", "Playback Range (at frame {0}):"), FText::AsNumber(TimeToFrame(MouseTime))); } else { NumericText = FText::Format(LOCTEXT("TimeTextFormat", "Playback Range (at {0}s):"), FText::AsNumber(MouseTime)); } TRange<float> PlaybackRange = TimeSliderArgs.PlaybackRange.Get(); MenuBuilder.BeginSection("SequencerPlaybackRangeMenu", NumericText); { MenuBuilder.AddMenuEntry( FText::Format(LOCTEXT("SetPlaybackStart", "Set Start Time"), NumericText), FText(), FSlateIcon(), FUIAction( FExecuteAction::CreateLambda([=]{ return SetPlaybackRangeStart(MouseTime); }), FCanExecuteAction::CreateLambda([=]{ return MouseTime <= PlaybackRange.GetUpperBoundValue(); }) ) ); MenuBuilder.AddMenuEntry( FText::Format(LOCTEXT("SetPlaybackEnd", "Set End Time"), NumericText), FText(), FSlateIcon(), FUIAction( FExecuteAction::CreateLambda([=]{ return SetPlaybackRangeEnd(MouseTime); }), FCanExecuteAction::CreateLambda([=]{ return MouseTime >= PlaybackRange.GetLowerBoundValue(); }) ) ); } MenuBuilder.EndSection(); // SequencerPlaybackRangeMenu return MenuBuilder.MakeWidget();}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:43,
示例21: GetEditorModeFText FLandscapeEditorDetails::GetTargetLandscapeName(){ FEdModeLandscape* LandscapeEdMode = GetEditorMode(); if (LandscapeEdMode && LandscapeEdMode->CurrentToolTarget.LandscapeInfo.IsValid()) { return FText::FromString(LandscapeEdMode->CurrentToolTarget.LandscapeInfo->GetLandscapeProxy()->GetActorLabel()); } return FText();}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:10,
示例22: MakeShareablevoid UEditorLoadingSavingSettings::CheckSourceControlCompatability(){ if (!bEnableSourceControlCompatabilityCheck || !bMonitorContentDirectories) { return; } if (ISourceControlModule::Get().IsEnabled() && bDetectChangesOnRestart) { // Persistent shared payload captured by the lambdas below struct FPersistentPayload { TSharedPtr<SNotificationItem> Notification; }; TSharedRef<FPersistentPayload> Payload = MakeShareable(new FPersistentPayload); FNotificationInfo Info(LOCTEXT("AutoReimport_NotificationTitle", "We noticed that your auto-reimport settings are set up to detect source content changes on restart./nThis might cause unexpected behavior when starting up after getting latest from source control./n/nWe recommend disabling this specific behavior.")); auto OnTurnOffClicked = [=]{ auto* Settings = GetMutableDefault<UEditorLoadingSavingSettings>(); Settings->bDetectChangesOnRestart = false; Settings->SaveConfig(); Payload->Notification->SetEnabled(false); Payload->Notification->Fadeout(); }; Info.ButtonDetails.Emplace(LOCTEXT("AutoReimport_TurnOff", "Don't detect changes on start-up"), FText(), FSimpleDelegate::CreateLambda(OnTurnOffClicked), SNotificationItem::ECompletionState::CS_None); auto OnIgnoreClicked = [=]{ Payload->Notification->SetEnabled(false); Payload->Notification->Fadeout(); }; Info.ButtonDetails.Emplace(LOCTEXT("AutoReimport_Ignore", "Ignore"), FText(), FSimpleDelegate::CreateLambda(OnIgnoreClicked), SNotificationItem::ECompletionState::CS_None); Info.bUseLargeFont = false; Info.bFireAndForget = false; Info.CheckBoxStateChanged = FOnCheckStateChanged::CreateLambda([](ECheckBoxState State){ GetMutableDefault<UEditorLoadingSavingSettings>()->bEnableSourceControlCompatabilityCheck = (State != ECheckBoxState::Checked); }); Info.CheckBoxText = LOCTEXT("AutoReimport_DontShowAgain", "Don't show again"); Info.Hyperlink = FSimpleDelegate::CreateLambda([]{ // Open Settings ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings"); if (SettingsModule != nullptr) { // Ensure that the advanced properties are visible GConfig->SetBool(TEXT("DetailCategoriesAdvanced"), TEXT("EditorLoadingSavingSettings.AutoReimport"), true, GEditorPerProjectIni); SettingsModule->ShowViewer("Editor", "General", "LoadingSaving"); } }); Info.HyperlinkText = LOCTEXT("AutoReimport_OpenSettings", "Settings"); Payload->Notification = FSlateNotificationManager::Get().AddNotification(Info); }}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:55,
示例23: SNewvoid UBehaviorTreeGraphNode::CreateAddServiceSubMenu(class FMenuBuilder& MenuBuilder, UEdGraph* Graph) const{ TSharedRef<SGraphEditorActionMenu_BehaviorTree> Menu = SNew(SGraphEditorActionMenu_BehaviorTree) .GraphObj( Graph ) .GraphNode((UBehaviorTreeGraphNode*)this) .SubNodeType(ESubNode::Service) .AutoExpandActionMenu(true); MenuBuilder.AddWidget(Menu,FText(),true);}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:11,
示例24: FTextFText SWorldLayerButton::GetToolTipText() const{ if (WorldLayer.DistanceStreamingEnabled) { return FText::Format(LOCTEXT("Layer_Distance_Tooltip", "Streaming Distance: {0}"), FText::AsNumber(WorldLayer.StreamingDistance)); } else { return FText(LOCTEXT("Layer_DisabledDistance_Tooltip", "Distance Streaming Disabled")); }}
开发者ID:amyvmiwei,项目名称:UnrealEngine4,代码行数:11,
示例25: FTextFText FAssetImportDataCustomization::GetFilenameText(int32 Index) const{ if (FAssetImportInfo* Info = GetEditStruct()) { if (Info->SourceFiles.IsValidIndex(Index)) { return FText::FromString(Info->SourceFiles[Index].RelativeFilename); } } return FText();}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:11,
示例26: FTextFText SAssetTreeItem::GetNameText() const{ if ( TreeItem.IsValid() ) { return FText::FromString(TreeItem.Pin()->FolderName); } else { return FText(); }}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:11,
示例27: FTextFText SAssetTreeItem::GetToolTipText() const{ TSharedPtr<FTreeItem> TreeItemPin = TreeItem.Pin(); if ( TreeItemPin.IsValid() ) { return FText::FromString(TreeItemPin->FolderPath); } else { return FText(); }}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:12,
注:本文中的FText函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 C++ FTextureRHIRef函数代码示例 C++ FT_ZERO函数代码示例 |