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自学教程:C++ FText函数代码示例

51自学网 2021-06-01 20:44:57
  C++
这篇教程C++ FText函数代码示例写得很实用,希望能帮到您。

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: LOCTEXT

void 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: FText

void 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: GetTrafficLightAsText

static 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: FText

END_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: WorldSettingsIcon

void 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: if

FText 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: SNew

TSharedRef<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: LOCTEXT

FText 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: switch

FText 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: GetProductionCost

FText 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: LOCTEXT

FText 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: checkf

FText 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: ConstructReportWidget

TSharedRef<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: switch

FText 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: switch

FText 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: GetGearAsText

static 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: FText

FText 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: SNew

void 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: MenuBuilder

TSharedRef<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: GetEditorMode

FText 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: MakeShareable

void 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: SNew

void 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: FText

FText 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: FText

FText 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: FText

FText 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: FText

FText 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。


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