您当前的位置:首页 > IT编程 > C++
| C语言 | Java | VB | VC | python | Android | TensorFlow | C++ | oracle | 学术与代码 | cnn卷积神经网络 | gnn | 图像修复 | Keras | 数据集 | Neo4j | 自然语言处理 | 深度学习 | 医学CAD | 医学影像 | 超参数 | pointnet | pytorch | 异常检测 | Transformers | 情感分类 | 知识图谱 |

自学教程:C++ GetEditorMode函数代码示例

51自学网 2021-06-01 21:07:03
  C++
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: GetEditorMode

void 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: GetEditorMode

void 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: GetEditorMode

void 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: GetEditorMode

FReply 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: GetEditorMode

FReply 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: OnEventMouseEditor

bool 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: GetEditorMode

FText 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
万事OK自学网:51自学网_软件自学网_CAD自学网自学excel、自学PS、自学CAD、自学C语言、自学css3实例,是一个通过网络自主学习工作技能的自学平台,网友喜欢的软件自学网站。