这篇教程C++ GetEditorMode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GetEditorMode函数的典型用法代码示例。如果您正苦于以下问题:C++ GetEditorMode函数的具体用法?C++ GetEditorMode怎么用?C++ GetEditorMode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GetEditorMode函数的7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: GetEditorModevoid FLandscapeToolKit::Init(const TSharedPtr<IToolkitHost>& InitToolkitHost){ auto NameToCommandMap = FLandscapeEditorCommands::Get().NameToCommandMap; FEdModeLandscape* LandscapeEdMode = GetEditorMode(); TSharedRef<FUICommandList> CommandList = LandscapeEdMode->GetUICommandList();#define MAP_MODE(ModeName) CommandList->MapAction(NameToCommandMap.FindChecked(ModeName), FUIAction(FExecuteAction::CreateSP(this, &FLandscapeToolKit::OnChangeMode, FName(ModeName)), FCanExecuteAction::CreateSP(this, &FLandscapeToolKit::IsModeEnabled, FName(ModeName)), FIsActionChecked::CreateSP(this, &FLandscapeToolKit::IsModeActive, FName(ModeName)))); MAP_MODE("ToolMode_Manage"); MAP_MODE("ToolMode_Sculpt"); MAP_MODE("ToolMode_Paint");#undef MAP_MODE#define MAP_TOOL(ToolName) CommandList->MapAction(NameToCommandMap.FindChecked("Tool_" ToolName), FUIAction(FExecuteAction::CreateSP(this, &FLandscapeToolKit::OnChangeTool, FName(ToolName)), FCanExecuteAction::CreateSP(this, &FLandscapeToolKit::IsToolEnabled, FName(ToolName)), FIsActionChecked::CreateSP(this, &FLandscapeToolKit::IsToolActive, FName(ToolName)))); MAP_TOOL("NewLandscape"); MAP_TOOL("ResizeLandscape"); MAP_TOOL("Sculpt"); MAP_TOOL("Paint"); MAP_TOOL("Smooth"); MAP_TOOL("Flatten"); MAP_TOOL("Ramp"); MAP_TOOL("Erosion"); MAP_TOOL("HydraErosion"); MAP_TOOL("Noise"); MAP_TOOL("Retopologize"); MAP_TOOL("Visibility"); MAP_TOOL("Select"); MAP_TOOL("AddComponent"); MAP_TOOL("DeleteComponent"); MAP_TOOL("MoveToLevel"); MAP_TOOL("Mask"); MAP_TOOL("CopyPaste"); MAP_TOOL("Mirror"); MAP_TOOL("Splines");#undef MAP_TOOL#define MAP_BRUSH_SET(BrushSetName) CommandList->MapAction(NameToCommandMap.FindChecked(BrushSetName), FUIAction(FExecuteAction::CreateSP(this, &FLandscapeToolKit::OnChangeBrushSet, FName(BrushSetName)), FCanExecuteAction::CreateSP(this, &FLandscapeToolKit::IsBrushSetEnabled, FName(BrushSetName)), FIsActionChecked::CreateSP(this, &FLandscapeToolKit::IsBrushSetActive, FName(BrushSetName)))); MAP_BRUSH_SET("BrushSet_Circle"); MAP_BRUSH_SET("BrushSet_Alpha"); MAP_BRUSH_SET("BrushSet_Pattern"); MAP_BRUSH_SET("BrushSet_Component"); MAP_BRUSH_SET("BrushSet_Gizmo");#undef MAP_BRUSH_SET#define MAP_BRUSH(BrushName) CommandList->MapAction(NameToCommandMap.FindChecked(BrushName), FUIAction(FExecuteAction::CreateSP(this, &FLandscapeToolKit::OnChangeBrush, FName(BrushName)), FCanExecuteAction(), FIsActionChecked::CreateSP(this, &FLandscapeToolKit::IsBrushActive, FName(BrushName)))); MAP_BRUSH("Circle_Smooth"); MAP_BRUSH("Circle_Linear"); MAP_BRUSH("Circle_Spherical"); MAP_BRUSH("Circle_Tip");#undef MAP_BRUSH LandscapeEditorWidgets = SNew(SLandscapeEditor, SharedThis(this)); FModeToolkit::Init(InitToolkitHost);}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:59,
示例2: GetEditorModevoid FLandscapeEditorDetails::OnChangeTool(FName ToolSetName){ FEdModeLandscape* LandscapeEdMode = GetEditorMode(); if (LandscapeEdMode != NULL) { LandscapeEdMode->SetCurrentTool(ToolSetName); }}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:8,
示例3: GetEditorModevoid FLandscapeEditorDetailCustomization_MiscTools::OnbUseAutoRotateControlPointChanged(ECheckBoxState NewState){ FEdModeLandscape* LandscapeEdMode = GetEditorMode(); if (LandscapeEdMode) { LandscapeEdMode->SetbUseAutoRotateOnJoin(NewState == ECheckBoxState::Checked); }}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:8,
示例4: GetEditorModeFReply FLandscapeEditorDetailCustomization_CopyPaste::OnGizmoImportButtonClicked(){ FEdModeLandscape* LandscapeEdMode = GetEditorMode(); if (LandscapeEdMode != NULL) { ALandscapeGizmoActiveActor* Gizmo = LandscapeEdMode->CurrentGizmoActor.Get(); if (Gizmo) { TArray<uint8> Data; FFileHelper::LoadFileToArray(Data, *LandscapeEdMode->UISettings->GizmoHeightmapFilenameString); if (Data.Num() <= 0 || Data.Num() != (LandscapeEdMode->UISettings->GizmoImportSize.X * LandscapeEdMode->UISettings->GizmoImportSize.Y * 2)) { FMessageDialog::Open(EAppMsgType::Ok, NSLOCTEXT("UnrealEd", "LandscapeImport_BadHeightmapSize", "File size does not match")); return FReply::Handled(); } TArray<ULandscapeLayerInfoObject*> LayerInfos; TArray<TArray<uint8> > LayerDataArrays; TArray<uint8*> LayerDataPtrs; for (int32 LayerIndex = 0; LayerIndex < LandscapeEdMode->UISettings->GizmoImportLayers.Num(); LayerIndex++) { const FGizmoImportLayer& Layer = LandscapeEdMode->UISettings->GizmoImportLayers[LayerIndex]; FString LayerName = Layer.LayerName.Replace(TEXT(" "), TEXT("")); if (LayerName == TEXT("")) { FMessageDialog::Open(EAppMsgType::Ok, FText::Format( NSLOCTEXT("UnrealEd", "LandscapeImport_BadLayerName", "You must enter a name for the layer being imported from {0}."), FText::FromString(Layer.LayerFilename) )); return FReply::Handled(); } if (Layer.LayerFilename != TEXT("") && !Layer.bNoImport) { TArray<uint8>* LayerData = new(LayerDataArrays)(TArray<uint8>); FFileHelper::LoadFileToArray(*LayerData, *Layer.LayerFilename); if (LayerData->Num() != (LandscapeEdMode->UISettings->GizmoImportSize.X * LandscapeEdMode->UISettings->GizmoImportSize.Y)) { FMessageDialog::Open(EAppMsgType::Ok, FText::Format( NSLOCTEXT("UnrealEd", "LandscapeImport_BadLayerSize", "Layer {0} file size does not match the heightmap resolution."), FText::FromString(Layer.LayerFilename) )); return FReply::Handled(); } LayerInfos.Add(LandscapeEdMode->CurrentToolTarget.LandscapeInfo->GetLayerInfoByName(FName(*LayerName))); LayerDataPtrs.Add(&(*LayerData)[0]); } } Gizmo->Import(LandscapeEdMode->UISettings->GizmoImportSize.X, LandscapeEdMode->UISettings->GizmoImportSize.Y, (uint16*)Data.GetTypedData(), LayerInfos, LayerDataPtrs.Num() ? LayerDataPtrs.GetTypedData() : NULL); } } return FReply::Handled();}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:57,
示例5: GetEditorModeFReply FLandscapeSplineDetails::OnMoveToCurrentLevelButtonClicked(){ FEdModeLandscape* LandscapeEdMode = GetEditorMode(); if (LandscapeEdMode && LandscapeEdMode->CurrentToolTarget.LandscapeInfo.IsValid() && LandscapeEdMode->CurrentToolTarget.LandscapeInfo->GetCurrentLevelLandscapeProxy(true)) { LandscapeEdMode->SplineMoveToCurrentLevel(); } return FReply::Handled();}
开发者ID:PopCap,项目名称:GameIdea,代码行数:10,
示例6: OnEventMouseEditorbool Control::OnEventMouseEditor(Event event,WPARAM wparam,LPARAM lparam){ if(!GetEditorMode()) return false; // // TODO Implement control resizing/repositioning code // return false;}
开发者ID:m1h4,项目名称:AudioAnalyzer,代码行数:11,
示例7: GetEditorModeFText FLandscapeEditorDetails::GetCurrentToolName() const{ FEdModeLandscape* LandscapeEdMode = GetEditorMode(); if (LandscapeEdMode != NULL && LandscapeEdMode->CurrentTool != NULL) { const TCHAR* CurrentToolName = LandscapeEdMode->CurrentTool->GetToolName(); return GetLocalizedName(FString("ToolSet_") + CurrentToolName); } return LOCTEXT("Unknown", "Unknown");}
开发者ID:PopCap,项目名称:GameIdea,代码行数:11,
注:本文中的GetEditorMode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++ GetEffect函数代码示例 C++ GetEditor函数代码示例 |