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本文整理汇总了C++中FUIAction函数的典型用法代码示例。如果您正苦于以下问题:C++ FUIAction函数的具体用法?C++ FUIAction怎么用?C++ FUIAction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FUIAction函数的29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 FIntroTutorials::AddSummonBlueprintTutorialsMenuExtension(FMenuBuilder& MenuBuilder, UObject* PrimaryObject){ MenuBuilder.BeginSection("Tutorials", LOCTEXT("TutorialsLabel", "Tutorials")); MenuBuilder.AddMenuEntry( LOCTEXT("BlueprintMenuEntryTitle", "Blueprint Overview"), LOCTEXT("BlueprintMenuEntryToolTip", "Opens up an introductory overview of Blueprints."), FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tutorials"), FUIAction(FExecuteAction::CreateRaw(this, &FIntroTutorials::SummonBlueprintTutorialHome, PrimaryObject, true))); if(PrimaryObject != nullptr) { UBlueprint* BP = Cast<UBlueprint>(PrimaryObject); if(BP != nullptr) { UEnum* Enum = FindObject<UEnum>(ANY_PACKAGE, TEXT("EBlueprintType"), true); check(Enum); MenuBuilder.AddMenuEntry( FText::Format(LOCTEXT("BlueprintTutorialsMenuEntryTitle", "{0} Tutorial"), Enum->GetEnumText(BP->BlueprintType)), LOCTEXT("BlueprintTutorialsMenuEntryToolTip", "Opens up an introductory tutorial covering this particular part of the Blueprint editor."), FSlateIcon(FEditorStyle::GetStyleSetName(), "LevelEditor.Tutorials"), FUIAction(FExecuteAction::CreateRaw(this, &FIntroTutorials::SummonBlueprintTutorialHome, PrimaryObject, false))); } } MenuBuilder.EndSection();}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:26,
示例2: 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3: LOCTEXTvoid FAssetTypeActions_SoundCue::GetActions( const TArray<UObject*>& InObjects, FMenuBuilder& MenuBuilder ){ auto SoundCues = GetTypedWeakObjectPtrs<USoundCue>(InObjects); MenuBuilder.AddMenuEntry( LOCTEXT("SoundCue_Edit", "Edit"), LOCTEXT("SoundCue_EditTooltip", "Opens the selected sound cues in the sound cue editor."), FSlateIcon(), FUIAction( FExecuteAction::CreateSP( this, &FAssetTypeActions_SoundCue::ExecuteEdit, SoundCues ), FCanExecuteAction() ) ); FAssetTypeActions_SoundBase::GetActions(InObjects, MenuBuilder); MenuBuilder.AddMenuEntry( LOCTEXT("SoundCue_ConsolidateAttenuation", "Consolidate Attenuation"), LOCTEXT("SoundCue_ConsolidateAttenuationTooltip", "Creates shared attenuation packages for sound cues with identical override attenuation settings."), FSlateIcon(), FUIAction( FExecuteAction::CreateSP( this, &FAssetTypeActions_SoundCue::ExecuteConsolidateAttenuation, SoundCues ), FCanExecuteAction::CreateSP( this, &FAssetTypeActions_SoundCue::CanExecuteConsolidateCommand, SoundCues ) ) );}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:26,
示例4: NSLOCTEXTvoid FAssetTypeActions_StaticMesh::GetActions( const TArray<UObject*>& InObjects, FMenuBuilder& MenuBuilder ){ auto Meshes = GetTypedWeakObjectPtrs<UStaticMesh>(InObjects); MenuBuilder.AddMenuEntry( NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_Edit", "Edit"), NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_EditTooltip", "Opens the selected meshes in the static mesh editor."), FSlateIcon(), FUIAction( FExecuteAction::CreateSP( this, &FAssetTypeActions_StaticMesh::ExecuteEdit, Meshes ), FCanExecuteAction() ) ); MenuBuilder.AddMenuEntry( NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_Reimport", "Reimport"), NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_ReimportTooltip", "Reimports the selected meshes from file."), FSlateIcon(), FUIAction( FExecuteAction::CreateSP( this, &FAssetTypeActions_StaticMesh::ExecuteReimport, Meshes ), FCanExecuteAction() ) ); MenuBuilder.AddSubMenu( NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_ImportLOD", "ImportLOD"), NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_ImportLODtooltip", "Imports meshes into the LODs"), FNewMenuDelegate::CreateSP( this, &FAssetTypeActions_StaticMesh::GetImportLODMenu, Meshes ) ); MenuBuilder.AddMenuEntry( NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_FindInExplorer", "Find Source"), NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_FindInExplorerTooltip", "Opens explorer at the location of this asset."), FSlateIcon(), FUIAction( FExecuteAction::CreateSP( this, &FAssetTypeActions_StaticMesh::ExecuteFindInExplorer, Meshes ), FCanExecuteAction::CreateSP( this, &FAssetTypeActions_StaticMesh::CanExecuteSourceCommands, Meshes ) ) ); MenuBuilder.AddMenuEntry( NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_OpenInExternalEditor", "Open Source"), NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_OpenInExternalEditorTooltip", "Opens the selected asset in an external editor."), FSlateIcon(), FUIAction( FExecuteAction::CreateSP( this, &FAssetTypeActions_StaticMesh::ExecuteOpenInExternalEditor, Meshes ), FCanExecuteAction::CreateSP( this, &FAssetTypeActions_StaticMesh::CanExecuteSourceCommands, Meshes ) ) ); MenuBuilder.AddMenuEntry( NSLOCTEXT("AssetTypeActions_StaticMesh", "ObjectContext_CreateDestructibleMesh", "Create Destructible Mesh"), NSLOCTEXT("AssetTypeActions_StaticMesh", "ObjectContext_CreateDestructibleMeshTooltip", "Creates a DestructibleMesh from the StaticMesh and opens it in the DestructibleMesh editor."), FSlateIcon(), FUIAction( FExecuteAction::CreateSP( this, &FAssetTypeActions_StaticMesh::ExecuteCreateDestructibleMesh, Meshes ), FCanExecuteAction() ) );}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:60,
示例5: NSLOCTEXTvoid FAssetTypeActions_StaticMesh::GetActions( const TArray<UObject*>& InObjects, FMenuBuilder& MenuBuilder ){ auto Meshes = GetTypedWeakObjectPtrs<UStaticMesh>(InObjects); if (CVarEnableSaveGeneratedLODsInPackage.GetValueOnGameThread() != 0) { MenuBuilder.AddMenuEntry( NSLOCTEXT("AssetTypeActions_StaticMesh", "ObjectContext_SaveGeneratedLODsInPackage", "Save Generated LODs"), NSLOCTEXT("AssetTypeActions_StaticMesh", "ObjectContext_SaveGeneratedLODsInPackageTooltip", "Run the mesh reduce and save the generated LODs as part of the package."), FSlateIcon(), FUIAction( FExecuteAction::CreateSP(this, &FAssetTypeActions_StaticMesh::ExecuteSaveGeneratedLODsInPackage, Meshes), FCanExecuteAction() ) ); } MenuBuilder.AddMenuEntry( NSLOCTEXT("AssetTypeActions_StaticMesh", "ObjectContext_CreateDestructibleMesh", "Create Destructible Mesh"), NSLOCTEXT("AssetTypeActions_StaticMesh", "ObjectContext_CreateDestructibleMeshTooltip", "Creates a DestructibleMesh from the StaticMesh and opens it in the DestructibleMesh editor."), FSlateIcon(FEditorStyle::GetStyleSetName(), "ClassIcon.DestructibleComponent"), FUIAction( FExecuteAction::CreateSP( this, &FAssetTypeActions_StaticMesh::ExecuteCreateDestructibleMesh, Meshes ), FCanExecuteAction() ) ); MenuBuilder.AddSubMenu( NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_ImportLOD", "Import LOD"), NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_ImportLODtooltip", "Imports meshes into the LODs"), FNewMenuDelegate::CreateSP( this, &FAssetTypeActions_StaticMesh::GetImportLODMenu, Meshes ) );}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:33,
示例6: MenuBuildervoid SScrubWidget::CreateContextMenu(float CurrentFrameTime){ if ((OnCropAnimSequence.IsBound() || OnReZeroAnimSequence.IsBound()) && (SequenceLength.Get() >= MINIMUM_ANIMATION_LENGTH)) { const bool CloseAfterSelection = true; FMenuBuilder MenuBuilder( CloseAfterSelection, NULL ); MenuBuilder.BeginSection("SequenceEditingContext", LOCTEXT("SequenceEditing", "Sequence Editing") ); { float CurrentFrameFraction = CurrentFrameTime / SequenceLength.Get(); uint32 CurrentFrameNumber = CurrentFrameFraction * NumOfKeys.Get(); FUIAction Action; FText Label; if (OnCropAnimSequence.IsBound()) { //Menu - "Remove Before" //Only show this option if the selected frame is greater than frame 1 (first frame) if (CurrentFrameNumber > 0) { CurrentFrameFraction = float(CurrentFrameNumber) / (float)NumOfKeys.Get(); //Corrected frame time based on selected frame number float CorrectedFrameTime = CurrentFrameFraction * SequenceLength.Get(); Action = FUIAction(FExecuteAction::CreateSP(this, &SScrubWidget::OnSequenceCropped, true, CorrectedFrameTime)); Label = FText::Format(LOCTEXT("RemoveTillFrame", "Remove frame 0 to frame {0}"), FText::AsNumber(CurrentFrameNumber)); MenuBuilder.AddMenuEntry(Label, LOCTEXT("RemoveBefore_ToolTip", "Remove sequence before current position"), FSlateIcon(), Action); } uint32 NextFrameNumber = CurrentFrameNumber + 1; //Menu - "Remove After" //Only show this option if next frame (CurrentFrameNumber + 1) is valid if (NextFrameNumber < NumOfKeys.Get()) { float NextFrameFraction = float(NextFrameNumber) / (float)NumOfKeys.Get(); float NextFrameTime = NextFrameFraction * SequenceLength.Get(); Action = FUIAction(FExecuteAction::CreateSP(this, &SScrubWidget::OnSequenceCropped, false, NextFrameTime)); Label = FText::Format(LOCTEXT("RemoveFromFrame", "Remove from frame {0} to frame {1}"), FText::AsNumber(NextFrameNumber), FText::AsNumber(NumOfKeys.Get())); MenuBuilder.AddMenuEntry(Label, LOCTEXT("RemoveAfter_ToolTip", "Remove sequence after current position"), FSlateIcon(), Action); } } if (OnReZeroAnimSequence.IsBound()) { //Menu - "ReZero" Action = FUIAction(FExecuteAction::CreateSP(this, &SScrubWidget::OnReZero)); Label = FText::Format(LOCTEXT("ReZeroAtFrame", "ReZero at frame {0}"), FText::AsNumber(CurrentFrameNumber)); MenuBuilder.AddMenuEntry(Label, LOCTEXT("ReZeroAtFrame_ToolTip", "Resets the root track of the frame to (0, 0, 0), and apply the difference to all root transform of the sequence. It moves whole sequence to the amount of current root transform. "), FSlateIcon(), Action); } } MenuBuilder.EndSection(); FSlateApplication::Get().PushMenu( SharedThis( this ), MenuBuilder.MakeWidget(), FSlateApplication::Get().GetCursorPos(), FPopupTransitionEffect( FPopupTransitionEffect::ContextMenu ) ); }}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:58,
示例7: LOCTEXTvoid FCinematicShotSection::BuildSectionContextMenu(FMenuBuilder& MenuBuilder, const FGuid& ObjectBinding){ FThumbnailSection::BuildSectionContextMenu(MenuBuilder, ObjectBinding); MenuBuilder.BeginSection(NAME_None, LOCTEXT("ShotMenuText", "Shot")); { if (SequenceInstance.IsValid()) { MenuBuilder.AddSubMenu( LOCTEXT("TakesMenu", "Takes"), LOCTEXT("TakesMenuTooltip", "Shot takes"), FNewMenuDelegate::CreateLambda([=](FMenuBuilder& InMenuBuilder){ AddTakesMenu(InMenuBuilder); })); MenuBuilder.AddMenuEntry( LOCTEXT("NewTake", "New Take"), FText::Format(LOCTEXT("NewTakeTooltip", "Create a new take for {0}"), SectionObject.GetShotDisplayName()), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(CinematicShotTrackEditor.Pin().ToSharedRef(), &FCinematicShotTrackEditor::NewTake, &SectionObject)) ); } MenuBuilder.AddMenuEntry( LOCTEXT("InsertNewShot", "Insert Shot"), FText::Format(LOCTEXT("InsertNewShotTooltip", "Insert a new shot after {0}"), SectionObject.GetShotDisplayName()), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(CinematicShotTrackEditor.Pin().ToSharedRef(), &FCinematicShotTrackEditor::InsertShot, &SectionObject)) ); if (SequenceInstance.IsValid()) { MenuBuilder.AddMenuEntry( LOCTEXT("DuplicateShot", "Duplicate Shot"), FText::Format(LOCTEXT("DuplicateShotTooltip", "Duplicate {0} to create a new shot"), SectionObject.GetShotDisplayName()), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(CinematicShotTrackEditor.Pin().ToSharedRef(), &FCinematicShotTrackEditor::DuplicateShot, &SectionObject)) ); MenuBuilder.AddMenuEntry( LOCTEXT("RenderShot", "Render Shot"), FText::Format(LOCTEXT("RenderShotTooltip", "Render shot movie"), SectionObject.GetShotDisplayName()), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(CinematicShotTrackEditor.Pin().ToSharedRef(), &FCinematicShotTrackEditor::RenderShot, &SectionObject)) ); /* //@todo MenuBuilder.AddMenuEntry( LOCTEXT("RenameShot", "Rename Shot"), FText::Format(LOCTEXT("RenameShotTooltip", "Rename {0}"), SectionObject.GetShotDisplayName()), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(CinematicShotTrackEditor.Pin().ToSharedRef(), &FCinematicShotTrackEditor::RenameShot, &SectionObject)) ); */ } } MenuBuilder.EndSection();}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:57,
示例8: LOCTEXTvoid FAssetTypeActions_SoundWave::GetActions( const TArray<UObject*>& InObjects, FMenuBuilder& MenuBuilder ){ FAssetTypeActions_SoundBase::GetActions(InObjects, MenuBuilder); auto SoundNodes = GetTypedWeakObjectPtrs<USoundWave>(InObjects); /*MenuBuilder.AddMenuEntry( LOCTEXT("SoundWave_CompressionPreview", "Compression Preview"), LOCTEXT("SoundWave_CompressionPreviewTooltip", "Opens the selected sound node waves in the compression preview window."), FSlateIcon(), FUIAction( FExecuteAction::CreateSP( this, &FAssetTypeActions_SoundWave::ExecuteCompressionPreview, SoundNodes ), FCanExecuteAction() ) );*/ MenuBuilder.AddMenuEntry( LOCTEXT("SoundWave_Reimport", "Reimport"), LOCTEXT("SoundWave_ReimportTooltip", "Reimports the selected waves from file."), FSlateIcon(), FUIAction( FExecuteAction::CreateSP( this, &FAssetTypeActions_SoundWave::ExecuteReimport, SoundNodes ), FCanExecuteAction() ) ); MenuBuilder.AddMenuEntry( LOCTEXT("SoundWave_FindInExplorer", "Find Source"), LOCTEXT("SoundWave_FindInExplorerTooltip", "Opens explorer at the location of this asset."), FSlateIcon(), FUIAction( FExecuteAction::CreateSP( this, &FAssetTypeActions_SoundWave::ExecuteFindInExplorer, SoundNodes ), FCanExecuteAction::CreateSP( this, &FAssetTypeActions_SoundWave::CanExecuteSourceCommands, SoundNodes ) ) ); MenuBuilder.AddMenuEntry( LOCTEXT("SoundWave_OpenInExternalEditor", "Open Source"), LOCTEXT("SoundWave_OpenInExternalEditorTooltip", "Opens the selected asset in an external editor."), FSlateIcon(), FUIAction( FExecuteAction::CreateSP( this, &FAssetTypeActions_SoundWave::ExecuteOpenInExternalEditor, SoundNodes ), FCanExecuteAction::CreateSP( this, &FAssetTypeActions_SoundWave::CanExecuteSourceCommands, SoundNodes ) ) ); MenuBuilder.AddMenuEntry( LOCTEXT("SoundWave_CreateCue", "Create Cue"), LOCTEXT("SoundWave_CreateCueTooltip", "Creates a sound cue ."), FSlateIcon(), FUIAction( FExecuteAction::CreateSP( this, &FAssetTypeActions_SoundWave::ExecuteCreateSoundCue, SoundNodes ), FCanExecuteAction() ) );}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:56,
示例9: GetPinInformationvoid UAnimGraphNode_BlendListByEnum::GetContextMenuActions(const FGraphNodeContextMenuBuilder& Context) const{ if (!Context.bIsDebugging && (BoundEnum != NULL)) { if ((Context.Pin != NULL) && (Context.Pin->Direction == EGPD_Input)) { int32 RawArrayIndex = 0; bool bIsPosePin = false; bool bIsTimePin = false; GetPinInformation(Context.Pin->PinName, /*out*/ RawArrayIndex, /*out*/ bIsPosePin, /*out*/ bIsTimePin); if (bIsPosePin || bIsTimePin) { const int32 ExposedEnumIndex = RawArrayIndex - 1; if (ExposedEnumIndex != INDEX_NONE) { // Offer to remove this specific pin FUIAction Action = FUIAction( FExecuteAction::CreateUObject( this, &UAnimGraphNode_BlendListByEnum::RemovePinFromBlendList, const_cast<UEdGraphPin*>(Context.Pin)) ); Context.MenuBuilder->AddMenuEntry( LOCTEXT("RemovePose", "Remove Pose"), FText::GetEmpty(), FSlateIcon(), Action ); } } } // Offer to add any not-currently-visible pins bool bAddedHeader = false; const int32 MaxIndex = BoundEnum->NumEnums() - 1; // we don't want to show _MAX enum for (int32 Index = 0; Index < MaxIndex; ++Index) { FName ElementName = BoundEnum->GetEnum(Index); if (!VisibleEnumEntries.Contains(ElementName)) { FText PrettyElementName = BoundEnum->GetEnumText(Index); // Offer to add this entry if (!bAddedHeader) { bAddedHeader = true; Context.MenuBuilder->BeginSection("AnimGraphNodeAddElementPin", LOCTEXT("ExposeHeader", "Add pin for element")); { FUIAction Action = FUIAction( FExecuteAction::CreateUObject( this, &UAnimGraphNode_BlendListByEnum::ExposeEnumElementAsPin, ElementName) ); Context.MenuBuilder->AddMenuEntry(PrettyElementName, PrettyElementName, FSlateIcon(), Action); } Context.MenuBuilder->EndSection(); } else { FUIAction Action = FUIAction( FExecuteAction::CreateUObject( this, &UAnimGraphNode_BlendListByEnum::ExposeEnumElementAsPin, ElementName) ); Context.MenuBuilder->AddMenuEntry(PrettyElementName, PrettyElementName, FSlateIcon(), Action); } } } }}
开发者ID:Codermay,项目名称:Unreal4,代码行数:54,
示例10: LOCTEXTvoid FCollectionContextMenu::MakeSetColorSubMenu(FMenuBuilder& MenuBuilder){ // New Color MenuBuilder.AddMenuEntry( LOCTEXT("NewColor", "New Color"), LOCTEXT("NewCollectionColorTooltip", "Changes the color this collection should appear as."), FSlateIcon(), FUIAction( FExecuteAction::CreateSP( this, &FCollectionContextMenu::ExecutePickColor ) ) ); // Clear Color (only required if any of the selection has one) if ( SelectedHasCustomColors() ) { MenuBuilder.AddMenuEntry( LOCTEXT("ClearColor", "Clear Color"), LOCTEXT("ClearCollectionColorTooltip", "Resets the color this collection appears as."), FSlateIcon(), FUIAction( FExecuteAction::CreateSP( this, &FCollectionContextMenu::ExecuteResetColor ) ) ); } // Add all the custom colors the user has chosen so far TArray< FLinearColor > CustomColors; if ( CollectionViewUtils::HasCustomColors( &CustomColors ) ) { MenuBuilder.BeginSection("PathContextCustomColors", LOCTEXT("CustomColorsExistingColors", "Existing Colors") ); { for ( int32 ColorIndex = 0; ColorIndex < CustomColors.Num(); ColorIndex++ ) { const FLinearColor& Color = CustomColors[ ColorIndex ]; MenuBuilder.AddWidget( SNew(SHorizontalBox) +SHorizontalBox::Slot() .AutoWidth() .Padding(2, 0, 0, 0) [ SNew(SButton) .ButtonStyle( FEditorStyle::Get(), "Menu.Button" ) .OnClicked( this, &FCollectionContextMenu::OnColorClicked, Color ) [ SNew(SColorBlock) .Color( Color ) .Size( FVector2D(77,16) ) ] ], LOCTEXT("CustomColor", ""), /*bNoIndent=*/true ); } } MenuBuilder.EndSection(); }}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:53,
示例11: FUIActionvoid FAssetContextMenu::BindCommands(TSharedPtr< FUICommandList > InCommandList){ InCommandList->MapAction( FGenericCommands::Get().Rename, FUIAction( FExecuteAction::CreateSP( this, &FAssetContextMenu::ExecuteRename ), FCanExecuteAction::CreateSP( this, &FAssetContextMenu::CanExecuteRename ) )); InCommandList->MapAction( FGenericCommands::Get().Delete, FUIAction( FExecuteAction::CreateSP( this, &FAssetContextMenu::ExecuteDelete ), FCanExecuteAction::CreateSP( this, &FAssetContextMenu::CanExecuteDelete ) ));}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:12,
示例12: LOCTEXTvoid FMediaPlayerActions::GetActions( const TArray<UObject*>& InObjects, FMenuBuilder& MenuBuilder ){ FAssetTypeActions_Base::GetActions(InObjects, MenuBuilder); auto MediaPlayers = GetTypedWeakObjectPtrs<UMediaPlayer>(InObjects); MenuBuilder.AddMenuEntry( LOCTEXT("MediaPlayer_PlayMovie", "Play Movie"), LOCTEXT("MediaPlayer_PlayMovieToolTip", "Starts playback of the media."), FSlateIcon( FEditorStyle::GetStyleSetName(), "MediaAsset.AssetActions.Play" ), FUIAction( FExecuteAction::CreateSP(this, &FMediaPlayerActions::HandlePlayMovieActionExecute, MediaPlayers), FCanExecuteAction() ) ); MenuBuilder.AddMenuEntry( LOCTEXT("MediaPlayer_PauseMovie", "Pause Movie"), LOCTEXT("MediaPlayer_PauseMovieToolTip", "Pauses playback of the media."), FSlateIcon( FEditorStyle::GetStyleSetName(), "MediaAsset.AssetActions.Pause" ), FUIAction( FExecuteAction::CreateSP(this, &FMediaPlayerActions::HandlePauseMovieActionExecute, MediaPlayers), FCanExecuteAction() ) ); MenuBuilder.AddMenuSeparator(); MenuBuilder.AddMenuEntry( LOCTEXT("MediaPlayer_CreateMediaSoundWave", "Create Media Sound Wave"), LOCTEXT("MediaPlayer_CreateMediaSoundWaveTooltip", "Creates a new MediaSoundWave using this MediaPlayer asset."), FSlateIcon( FEditorStyle::GetStyleSetName(), "ClassIcon.MediaSoundWave" ), FUIAction( FExecuteAction::CreateSP(this, &FMediaPlayerActions::ExecuteCreateMediaSoundWave, MediaPlayers), FCanExecuteAction() ) ); MenuBuilder.AddMenuEntry( LOCTEXT("MediaPlayer_CreateMediaTexture", "Create Media Texture"), LOCTEXT("MediaPlayer_CreateMediaTextureTooltip", "Creates a new MediaTexture using this MediaPlayer asset."), FSlateIcon( FEditorStyle::GetStyleSetName(), "ClassIcon.MediaTexture" ), FUIAction( FExecuteAction::CreateSP(this, &FMediaPlayerActions::ExecuteCreateMediaTexture, MediaPlayers), FCanExecuteAction() ) ); FAssetTypeActions_Base::GetActions(InObjects, MenuBuilder);}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:50,
示例13: MenuBuilderFReply STutorialButton::OnMouseButtonDown(const FGeometry& MyGeometry, const FPointerEvent& MouseEvent){ if (MouseEvent.GetEffectingButton() == EKeys::RightMouseButton) { const bool bInShouldCloseWindowAfterMenuSelection = true; FMenuBuilder MenuBuilder(bInShouldCloseWindowAfterMenuSelection, nullptr); if(ShouldShowAlert()) { MenuBuilder.AddMenuEntry( LOCTEXT("DismissReminder", "Don't Remind Me Again"), LOCTEXT("DismissReminderTooltip", "Selecting this option will prevent the tutorial blip from being displayed again, even if you choose not to complete the tutorial."), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(this, &STutorialButton::DismissAlert)) ); MenuBuilder.AddMenuEntry( LOCTEXT("DismissAllReminders", "Dismiss All Tutorial Reminders"), LOCTEXT("DismissAllRemindersTooltip", "Selecting this option will prevent all tutorial blips from being displayed."), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(this, &STutorialButton::DismissAllAlerts)) ); MenuBuilder.AddMenuSeparator(); } if(bTutorialAvailable) { MenuBuilder.AddMenuEntry( FText::Format(LOCTEXT("LaunchTutorialPattern", "Start Tutorial: {0}"), TutorialTitle), FText::Format(LOCTEXT("TutorialLaunchToolTip", "Click to begin the '{0}' tutorial"), TutorialTitle), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(this, &STutorialButton::LaunchTutorial)) ); } MenuBuilder.AddMenuEntry( LOCTEXT("LaunchBrowser", "Show Available Tutorials"), LOCTEXT("LaunchBrowserTooltip", "Display the tutorials browser"), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(this, &STutorialButton::LaunchBrowser)) ); FWidgetPath WidgetPath = MouseEvent.GetEventPath() != nullptr ? *MouseEvent.GetEventPath() : FWidgetPath(); FSlateApplication::Get().PushMenu(SharedThis(this), WidgetPath, MenuBuilder.MakeWidget(), FSlateApplication::Get().GetCursorPos(), FPopupTransitionEffect::ContextMenu); } return FReply::Handled();}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:49,
示例14: LOCTEXTvoid FAssetTypeActions_CurveTable::GetActions( const TArray<UObject*>& InObjects, FMenuBuilder& MenuBuilder ){ auto Tables = GetTypedWeakObjectPtrs<UObject>(InObjects); TArray<FString> ImportPaths; for (auto TableIter = Tables.CreateConstIterator(); TableIter; ++TableIter) { const UCurveTable* CurTable = Cast<UCurveTable>((*TableIter).Get()); if (CurTable) { ImportPaths.Add(FReimportManager::ResolveImportFilename(CurTable->ImportPath, CurTable)); } } MenuBuilder.AddMenuEntry( LOCTEXT("CurveTable_ExportAsCSV", "Export as CSV"), LOCTEXT("CurveTable_ExportAsCSVTooltip", "Export the curve table as a file containing CSV data."), FSlateIcon(), FUIAction( FExecuteAction::CreateSP( this, &FAssetTypeActions_CurveTable::ExecuteExportAsCSV, Tables ), FCanExecuteAction() ) ); MenuBuilder.AddMenuEntry( LOCTEXT("CurveTable_ExportAsJSON", "Export as JSON"), LOCTEXT("CurveTable_ExportAsJSONTooltip", "Export the curve table as a file containing JSON data."), FSlateIcon(), FUIAction( FExecuteAction::CreateSP( this, &FAssetTypeActions_CurveTable::ExecuteExportAsJSON, Tables ), FCanExecuteAction() ) ); TArray<FString> PotentialFileExtensions; PotentialFileExtensions.Add(TEXT(".xls")); PotentialFileExtensions.Add(TEXT(".xlsm")); PotentialFileExtensions.Add(TEXT(".csv")); PotentialFileExtensions.Add(TEXT(".json")); MenuBuilder.AddMenuEntry( LOCTEXT("CurveTable_OpenSourceData", "Open Source Data"), LOCTEXT("CurveTable_OpenSourceDataTooltip", "Opens the curve table's source data file in an external editor. It will search using the following extensions: .xls/.xlsm/.csv/.json"), FSlateIcon(), FUIAction( FExecuteAction::CreateSP( this, &FAssetTypeActions_CurveTable::ExecuteFindSourceFileInExplorer, ImportPaths, PotentialFileExtensions ), FCanExecuteAction::CreateSP(this, &FAssetTypeActions_CurveTable::CanExecuteFindSourceFileInExplorer, ImportPaths, PotentialFileExtensions) ) );}
开发者ID:a3pelawi,项目名称:UnrealEngine,代码行数:49,
示例15: FUIActionvoid FCollectionContextMenu::BindCommands(TSharedPtr< FUICommandList > InCommandList){ InCommandList->MapAction( FGenericCommands::Get().Rename, FUIAction( FExecuteAction::CreateSP( this, &FCollectionContextMenu::ExecuteRenameCollection ), FCanExecuteAction::CreateSP( this, &FCollectionContextMenu::CanExecuteRenameCollection ) ));}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:7,
示例16: LOCTEXTvoid FAssetTypeActions_Texture::GetActions( const TArray<UObject*>& InObjects, FMenuBuilder& MenuBuilder ){ auto Textures = GetTypedWeakObjectPtrs<UTexture>(InObjects); MenuBuilder.AddMenuEntry( LOCTEXT("Texture_CreateMaterial", "Create Material"), LOCTEXT("Texture_CreateMaterialTooltip", "Creates a new material using this texture."), FSlateIcon(FEditorStyle::GetStyleSetName(), "ClassIcon.Material"), FUIAction( FExecuteAction::CreateSP( this, &FAssetTypeActions_Texture::ExecuteCreateMaterial, Textures ), FCanExecuteAction() ) ); // @todo AssetTypeActions Implement FindMaterials using the asset registry. /* if ( InObjects.Num() == 1 ) { MenuBuilder.AddMenuEntry( LOCTEXT("Texture_FindMaterials", "Find Materials Using This"), LOCTEXT("Texture_FindMaterialsTooltip", "Finds all materials that use this material in the content browser."), FSlateIcon(), FUIAction( FExecuteAction::CreateSP( this, &FAssetTypeActions_Texture::ExecuteFindMaterials, Textures(0) ), FCanExecuteAction() ) ); } */}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:30,
示例17: LOCTEXTvoid FTextAssetActions::GetActions(const TArray<UObject*>& InObjects, FMenuBuilder& MenuBuilder){ FAssetTypeActions_Base::GetActions(InObjects, MenuBuilder); auto TextAssets = GetTypedWeakObjectPtrs<UTextAsset>(InObjects); MenuBuilder.AddMenuEntry( LOCTEXT("TextAsset_ReverseText", "Reverse Text"), LOCTEXT("TextAsset_ReverseTextToolTip", "Reverse the text stored in the selected text asset(s)."), FSlateIcon(), FUIAction( FExecuteAction::CreateLambda([=]{ for (auto& TextAsset : TextAssets) { if (TextAsset.IsValid() && !TextAsset->Text.IsEmpty()) { TextAsset->Text = FText::FromString(TextAsset->Text.ToString().Reverse()); TextAsset->PostEditChange(); } } }), FCanExecuteAction::CreateLambda([=] { for (auto& TextAsset : TextAssets) { if (TextAsset.IsValid() && !TextAsset->Text.IsEmpty()) { return true; } } return false; }) ) );}
开发者ID:ChunHungLiu,项目名称:TextAsset,代码行数:34,
示例18: LocationGridMenuBuilderTSharedRef<SWidget> SDesignerToolBar::BuildLocationGridCheckBoxList(FName InExtentionHook, const FText& InHeading, const TArray<int32>& InGridSizes) const{ const UWidgetDesignerSettings* ViewportSettings = GetDefault<UWidgetDesignerSettings>(); const bool bShouldCloseWindowAfterMenuSelection = true; FMenuBuilder LocationGridMenuBuilder(bShouldCloseWindowAfterMenuSelection, CommandList); LocationGridMenuBuilder.BeginSection(InExtentionHook, InHeading); for ( int32 CurGridSizeIndex = 0; CurGridSizeIndex < InGridSizes.Num(); ++CurGridSizeIndex ) { const int32 CurGridSize = InGridSizes[CurGridSizeIndex]; LocationGridMenuBuilder.AddMenuEntry( FText::AsNumber(CurGridSize), FText::Format(LOCTEXT("LocationGridSize_ToolTip", "Sets grid size to {0}"), FText::AsNumber(CurGridSize)), FSlateIcon(), FUIAction(FExecuteAction::CreateStatic(&SDesignerToolBar::SetGridSize, CurGridSize), FCanExecuteAction(), FIsActionChecked::CreateStatic(&SDesignerToolBar::IsGridSizeChecked, CurGridSize)), NAME_None, EUserInterfaceActionType::RadioButton); } LocationGridMenuBuilder.EndSection(); return LocationGridMenuBuilder.MakeWidget();}
开发者ID:Codermay,项目名称:Unreal4,代码行数:26,
示例19: NSLOCTEXTvoid FColorPropertyTrackEditor::BuildTrackContextMenu( FMenuBuilder& MenuBuilder, UMovieSceneTrack* Track ){ UInterpTrackColorProp* ColorPropTrack = nullptr; UInterpTrackLinearColorProp* LinearColorPropTrack = nullptr; for ( UObject* CopyPasteObject : GUnrealEd->MatineeCopyPasteBuffer ) { ColorPropTrack = Cast<UInterpTrackColorProp>( CopyPasteObject ); LinearColorPropTrack = Cast<UInterpTrackLinearColorProp>( CopyPasteObject ); if ( ColorPropTrack != nullptr || LinearColorPropTrack != nullptr ) { break; } } UMovieSceneColorTrack* ColorTrack = Cast<UMovieSceneColorTrack>( Track ); MenuBuilder.AddMenuEntry( NSLOCTEXT( "Sequencer", "PasteMatineeColorTrack", "Paste Matinee Color Track" ), NSLOCTEXT( "Sequencer", "PasteMatineeColorTrackTooltip", "Pastes keys from a Matinee color track into this track." ), FSlateIcon(), FUIAction( ColorPropTrack != nullptr ? FExecuteAction::CreateStatic( &CopyInterpColorTrack, GetSequencer().ToSharedRef(), ColorPropTrack, ColorTrack ) : FExecuteAction::CreateStatic( &CopyInterpLinearColorTrack, GetSequencer().ToSharedRef(), LinearColorPropTrack, ColorTrack ), FCanExecuteAction::CreateLambda( [=]()->bool { return ((ColorPropTrack != nullptr && ColorPropTrack->GetNumKeys() > 0) || (LinearColorPropTrack != nullptr && LinearColorPropTrack->GetNumKeys() > 0)) && ColorTrack != nullptr; } ) ) ); MenuBuilder.AddMenuSeparator(); FKeyframeTrackEditor::BuildTrackContextMenu(MenuBuilder, Track);}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:27,
示例20: MenuBuilderTSharedRef<SWidget> SFilterWidget::GetRightClickMenuContent(){ FMenuBuilder MenuBuilder(true, NULL); if (IsEnabled()) { FText FiletNameAsText = FText::FromString(GetFilterNameAsString()); MenuBuilder.BeginSection("VerbositySelection", LOCTEXT("VerbositySelection", "Current verbosity selection")); { for (int32 Index = ELogVerbosity::NoLogging + 1; Index <= ELogVerbosity::VeryVerbose; Index++) { const FString VerbosityStr = FOutputDevice::VerbosityToString((ELogVerbosity::Type)Index); MenuBuilder.AddMenuEntry( FText::Format(LOCTEXT("UseVerbosity", "Use: {0}"), FText::FromString(VerbosityStr)), LOCTEXT("UseVerbosityTooltip", "Applay verbosity to selected flter."), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(this, &SFilterWidget::SetVerbosityFilter, Index)) ); } } MenuBuilder.EndSection(); } return MenuBuilder.MakeWidget();}
开发者ID:Codermay,项目名称:Unreal4,代码行数:25,
示例21: MenuBuilderTSharedPtr<SWidget> FLightmapCustomNodeBuilder::OnGetLightMapContextMenuContent(){ TArray<TSharedPtr<FLightmapItem>> SelectedLightmaps = LightmapListView->GetSelectedItems(); TSharedPtr<FLightmapItem> SelectedLightmap; if ( SelectedLightmaps.Num() > 0 ) { SelectedLightmap = SelectedLightmaps[0]; } if ( SelectedLightmap.IsValid() ) { FMenuBuilder MenuBuilder(/*bInShouldCloseWindowAfterMenuSelection=*/true, NULL); MenuBuilder.BeginSection("LightMapsContextMenuSection", LOCTEXT("LightMapsContextMenuHeading", "Options") ); { MenuBuilder.AddMenuEntry( LOCTEXT("ViewLightmapLabel", "View"), LOCTEXT("ViewLightmapTooltip", "Opens the texture editor with this lightmap."), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(this, &FLightmapCustomNodeBuilder::ExecuteViewLightmap, SelectedLightmap->ObjectPath)) ); } MenuBuilder.EndSection(); //LightMapsContextMenuSection return MenuBuilder.MakeWidget(); } return NULL;}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:30,
示例22: 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23: MenuBuilderTSharedRef<SWidget> SVisualLoggerTimelinesContainer::GetRightClickMenuContent(){ FMenuBuilder MenuBuilder(true, NULL); MenuBuilder.BeginSection("VisualLogReports", LOCTEXT("VisualLogReports", "VisualLog Reports")); { MenuBuilder.AddMenuEntry( LOCTEXT("GenarateReport", "Genarate Report"), LOCTEXT("GenarateReportTooltip", "Genarate report from Visual Log events."), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(this, &SVisualLoggerTimelinesContainer::GenerateReport)) ); } MenuBuilder.EndSection(); FDisplayMetrics DisplayMetrics; FSlateApplication::Get().GetDisplayMetrics(DisplayMetrics); const FVector2D DisplaySize( DisplayMetrics.PrimaryDisplayWorkAreaRect.Right - DisplayMetrics.PrimaryDisplayWorkAreaRect.Left, DisplayMetrics.PrimaryDisplayWorkAreaRect.Bottom - DisplayMetrics.PrimaryDisplayWorkAreaRect.Top); return SNew(SVerticalBox) + SVerticalBox::Slot() .MaxHeight(DisplaySize.Y * 0.5) [ MenuBuilder.MakeWidget() ];}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:30,
示例24: ensurevoid FAssetTypeActions_GameplayTagAssetBase::GetActions(const TArray<UObject*>& InObjects, FMenuBuilder& MenuBuilder){ TArray<UObject*> ContainerObjectOwners; TArray<FGameplayTagContainer*> Containers; for (int32 ObjIdx = 0; ObjIdx < InObjects.Num(); ++ObjIdx) { UObject* CurObj = InObjects[ObjIdx]; if (CurObj) { UStructProperty* StructProp = FindField<UStructProperty>(CurObj->GetClass(), OwnedGameplayTagPropertyName); if(StructProp != NULL) { ContainerObjectOwners.Add(CurObj); Containers.Add(StructProp->ContainerPtrToValuePtr<FGameplayTagContainer>(CurObj)); } } } ensure(Containers.Num() == ContainerObjectOwners.Num()); if (Containers.Num() > 0 && (Containers.Num() == ContainerObjectOwners.Num())) { MenuBuilder.AddMenuEntry( LOCTEXT("GameplayTags_Edit", "Edit Gameplay Tags..."), LOCTEXT("GameplayTags_EditToolTip", "Opens the Gameplay Tag Editor."), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(this, &FAssetTypeActions_GameplayTagAssetBase::OpenGameplayTagEditor, ContainerObjectOwners, Containers), FCanExecuteAction())); }}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:28,
示例25: MenuBuilderTSharedRef<SWidget> SBlendProfilePicker::GetMenuContent(){ FMenuBuilder MenuBuilder(true, nullptr); const bool bHasSettingsSection = bShowNewOption || bShowClearOption; if(bHasSettingsSection) { MenuBuilder.BeginSection(NAME_None, LOCTEXT("MenuSettings", "Settings")); { if(bShowNewOption) { MenuBuilder.AddMenuEntry( LOCTEXT("CreateNew", "Create New Blend Profile"), LOCTEXT("CreateNew_ToolTip", "Creates a new blend profile inside the skeleton."), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(this, &SBlendProfilePicker::OnCreateNewProfile))); } if(bShowClearOption) { MenuBuilder.AddMenuEntry( LOCTEXT("Clear", "Clear"), LOCTEXT("Clear_ToolTip", "Clear the selected blend profile."), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(this, &SBlendProfilePicker::OnClearSelection))); } } MenuBuilder.EndSection(); } MenuBuilder.BeginSection(NAME_None, LOCTEXT("Profiles", "Available Blend Profiles")); { for(UBlendProfile* Profile : TargetSkeleton->BlendProfiles) { MenuBuilder.AddMenuEntry( FText::Format(LOCTEXT("ProfileEntry", "{0}"), FText::FromString(Profile->GetName())), LOCTEXT("ProfileEntry_ToolTip", "Select this profile for editing."), FSlateIcon(), FUIAction(FExecuteAction::CreateSP(this, &SBlendProfilePicker::OnProfileSelected, Profile))); } } MenuBuilder.EndSection(); return MenuBuilder.MakeWidget();}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:46,
示例26: LOCTEXTvoid FCollectionContextMenu::MakeCollectionShareTypeSubMenu(FMenuBuilder& MenuBuilder){ MenuBuilder.BeginSection("CollectionShareType", LOCTEXT("CollectionShareTypeMenuHeading", "Collection Share Type")); { MenuBuilder.AddMenuEntry( ECollectionShareType::ToText( ECollectionShareType::CST_Shared ), ECollectionShareType::GetDescription( ECollectionShareType::CST_Shared ), FSlateIcon( FEditorStyle::GetStyleSetName(), ECollectionShareType::GetIconStyleName( ECollectionShareType::CST_Shared ) ), FUIAction( FExecuteAction::CreateSP( this, &FCollectionContextMenu::ExecuteSetCollectionShareType, ECollectionShareType::CST_Shared ), FCanExecuteAction::CreateSP( this, &FCollectionContextMenu::CanExecuteSetCollectionShareType, ECollectionShareType::CST_Shared ), FIsActionChecked::CreateSP( this, &FCollectionContextMenu::IsSetCollectionShareTypeChecked, ECollectionShareType::CST_Shared ) ), NAME_None, EUserInterfaceActionType::Check ); MenuBuilder.AddMenuEntry( ECollectionShareType::ToText( ECollectionShareType::CST_Private ), ECollectionShareType::GetDescription( ECollectionShareType::CST_Private ), FSlateIcon( FEditorStyle::GetStyleSetName(), ECollectionShareType::GetIconStyleName( ECollectionShareType::CST_Private ) ), FUIAction( FExecuteAction::CreateSP( this, &FCollectionContextMenu::ExecuteSetCollectionShareType, ECollectionShareType::CST_Private ), FCanExecuteAction::CreateSP( this, &FCollectionContextMenu::CanExecuteSetCollectionShareType, ECollectionShareType::CST_Private ), FIsActionChecked::CreateSP( this, &FCollectionContextMenu::IsSetCollectionShareTypeChecked, ECollectionShareType::CST_Private ) ), NAME_None, EUserInterfaceActionType::Check ); MenuBuilder.AddMenuEntry( ECollectionShareType::ToText( ECollectionShareType::CST_Local ), ECollectionShareType::GetDescription( ECollectionShareType::CST_Local ), FSlateIcon( FEditorStyle::GetStyleSetName(), ECollectionShareType::GetIconStyleName( ECollectionShareType::CST_Local ) ), FUIAction( FExecuteAction::CreateSP( this, &FCollectionContextMenu::ExecuteSetCollectionShareType, ECollectionShareType::CST_Local ), FCanExecuteAction::CreateSP( this, &FCollectionContextMenu::CanExecuteSetCollectionShareType, ECollectionShareType::CST_Local ), FIsActionChecked::CreateSP( this, &FCollectionContextMenu::IsSetCollectionShareTypeChecked, ECollectionShareType::CST_Local ) ), NAME_None, EUserInterfaceActionType::Check ); } MenuBuilder.EndSection();}
开发者ID:magetron,项目名称:UnrealEngine4-mod,代码行数:45,
示例27: MakeShareablevoid SAssetPicker::BindCommands(){ Commands = MakeShareable(new FUICommandList); // bind commands Commands->MapAction( FGenericCommands::Get().Rename, FUIAction( FExecuteAction::CreateSP( this, &SAssetPicker::OnRenameRequested ), FCanExecuteAction::CreateSP( this, &SAssetPicker::CanExecuteRenameRequested ) ));}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:9,
示例28: MenuBuilderTSharedRef<SWidget> FStaticMeshLightingInfoStatsPage::OnGetSwapComboButtonMenuContent(TWeakPtr<IStatsViewer> InParentStatsViewer) const{ FMenuBuilder MenuBuilder( true, NULL ); MenuBuilder.AddMenuEntry( LOCTEXT("Swap", "Swap"), LOCTEXT("SwapToolTip", "Swap between Vertex and Texture"), FSlateIcon(), FUIAction( FExecuteAction::CreateSP( this, &FStaticMeshLightingInfoStatsPage::OnSwapClicked, InParentStatsViewer, ESwapOptions::Swap ) ) ); MenuBuilder.AddMenuEntry( LOCTEXT("SwapAskRes", "Swap(Res)..."), LOCTEXT("SwapAskResToolTip", "Swap between Vertex and Texture, prompt for Resolution"), FSlateIcon(), FUIAction( FExecuteAction::CreateSP( this, &FStaticMeshLightingInfoStatsPage::OnSwapClicked, InParentStatsViewer, ESwapOptions::Swap ) ) ); return MenuBuilder.MakeWidget();}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:18,
示例29: MenuBuilderTSharedPtr<SWidget> SSequencerLabelBrowser::HandleLabelTreeViewContextMenuOpening(){ FMenuBuilder MenuBuilder(true /*bInShouldCloseWindowAfterMenuSelection*/, nullptr); { MenuBuilder.BeginSection("Edit", LOCTEXT("EditContextMenuSectionName", "Edit")); { MenuBuilder.AddMenuEntry( LOCTEXT("RemoveLabelMenuEntryLabel", "Remove"), LOCTEXT("RemoveLabelMenuEntryTip", "Remove this label from this list and all tracks"), FSlateIcon(), FUIAction( FExecuteAction::CreateSP(this, &SSequencerLabelBrowser::HandleRemoveLabelMenuEntryExecute), FCanExecuteAction::CreateSP(this, &SSequencerLabelBrowser::HandleRemoveLabelMenuEntryCanExecute) ) ); MenuBuilder.AddMenuEntry( LOCTEXT("RenameLabelMenuEntryLabel", "Rename"), LOCTEXT("RenameLabelMenuEntryTip", "Change the name of this label"), FSlateIcon(), FUIAction( FExecuteAction::CreateSP(this, &SSequencerLabelBrowser::HandleRenameLabelMenuEntryExecute), FCanExecuteAction::CreateSP(this, &SSequencerLabelBrowser::HandleRenameLabelMenuEntryCanExecute) ) ); } MenuBuilder.EndSection(); } return MenuBuilder.MakeWidget();}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:31,
注:本文中的FUIAction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++ FUNC函数代码示例 C++ FTextureRHIRef函数代码示例 |