本文整理汇总了C++中FName函数的典型用法代码示例。如果您正苦于以下问题:C++ FName函数的具体用法?C++ FName怎么用?C++ FName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FName函数的15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,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: LOCTEXT
void FMainMenu::FillEditMenu( FMenuBuilder& MenuBuilder, const TSharedRef< FExtender > Extender, const TSharedPtr<FTabManager> TabManager )
{
MenuBuilder.BeginSection("EditHistory", LOCTEXT("HistoryHeading", "History"));
{
struct Local
{
/** @return Returns a dynamic text string for Undo that contains the name of the action */
static FText GetUndoLabelText()
{
return FText::Format(LOCTEXT("DynamicUndoLabel", "Undo {0}"), GUnrealEd->Trans->GetUndoContext().Title);
}
/** @return Returns a dynamic text string for Redo that contains the name of the action */
static FText GetRedoLabelText()
{
return FText::Format(LOCTEXT("DynamicRedoLabel", "Redo {0}"), GUnrealEd->Trans->GetRedoContext().Title);
}
};
// Undo
TAttribute<FText> DynamicUndoLabel;
DynamicUndoLabel.BindStatic(&Local::GetUndoLabelText);
MenuBuilder.AddMenuEntry( FGenericCommands::Get().Undo, "Undo", DynamicUndoLabel); // TAttribute< FString >::Create( &Local::GetUndoLabelText ) );
// Redo
TAttribute< FText > DynamicRedoLabel;
DynamicRedoLabel.BindStatic( &Local::GetRedoLabelText );
MenuBuilder.AddMenuEntry(FGenericCommands::Get().Redo, "Redo", DynamicRedoLabel); // TAttribute< FString >::Create( &Local::GetRedoLabelText ) );
// Show undo history
MenuBuilder.AddMenuEntry(
LOCTEXT("UndoHistoryTabTitle", "Undo History"),
LOCTEXT("UndoHistoryTooltipText", "View the entire undo history."),
FSlateIcon(FEditorStyle::GetStyleSetName(), "UndoHistory.TabIcon"),
FUIAction(FExecuteAction::CreateStatic(&FUndoHistoryModule::ExecuteOpenUndoHistory))
);
}
MenuBuilder.EndSection();
MenuBuilder.BeginSection("EditLocalTabSpawners", LOCTEXT("ConfigurationHeading", "Configuration"));
{
if (GetDefault<UEditorExperimentalSettings>()->bToolbarCustomization)
{
FUIAction ToggleMultiBoxEditMode(
FExecuteAction::CreateStatic(&FMultiBoxSettings::ToggleToolbarEditing),
FCanExecuteAction(),
FIsActionChecked::CreateStatic(&FMultiBoxSettings::IsInToolbarEditMode)
);
MenuBuilder.AddMenuEntry(
LOCTEXT("EditToolbarsLabel", "Edit Toolbars"),
LOCTEXT("EditToolbarsToolTip", "Allows customization of each toolbar"),
FSlateIcon(),
ToggleMultiBoxEditMode,
NAME_None,
EUserInterfaceActionType::ToggleButton
);
// Automatically populate tab spawners from TabManager
if (TabManager.IsValid())
{
const IWorkspaceMenuStructure& MenuStructure = WorkspaceMenu::GetMenuStructure();
TabManager->PopulateTabSpawnerMenu(MenuBuilder, MenuStructure.GetEditOptions());
}
}
if (GetDefault<UEditorStyleSettings>()->bExpandConfigurationMenus)
{
MenuBuilder.AddSubMenu(
LOCTEXT("EditorPreferencesSubMenuLabel", "Editor Preferences"),
LOCTEXT("EditorPreferencesSubMenuToolTip", "Configure the behavior and features of this Editor"),
FNewMenuDelegate::CreateStatic(&FSettingsMenu::MakeMenu, FName("Editor")),
false,
FSlateIcon(FEditorStyle::GetStyleSetName(), "EditorPreferences.TabIcon")
);
MenuBuilder.AddSubMenu(
LOCTEXT("ProjectSettingsSubMenuLabel", "Project Settings"),
LOCTEXT("ProjectSettingsSubMenuToolTip", "Change the settings of the currently loaded project"),
FNewMenuDelegate::CreateStatic(&FSettingsMenu::MakeMenu, FName("Project")),
false,
FSlateIcon(FEditorStyle::GetStyleSetName(), "ProjectSettings.TabIcon")
);
}
else
{
#if !PLATFORM_MAC // Handled by app's menu in menu bar
MenuBuilder.AddMenuEntry(
LOCTEXT("EditorPreferencesMenuLabel", "Editor Preferences..."),
LOCTEXT("EditorPreferencesMenuToolTip", "Configure the behavior and features of the Unreal Editor."),
FSlateIcon(FEditorStyle::GetStyleSetName(), "EditorPreferences.TabIcon"),
FUIAction(FExecuteAction::CreateStatic(&FSettingsMenu::OpenSettings, FName("Editor"), FName("General"), FName("Appearance")))
);
#endif
MenuBuilder.AddMenuEntry(
LOCTEXT("ProjectSettingsMenuLabel", "Project Settings..."),
LOCTEXT("ProjectSettingsMenuToolTip", "Change the settings of the currently loaded project."),
FSlateIcon(FEditorStyle::GetStyleSetName(), "ProjectSettings.TabIcon"),
FUIAction(FExecuteAction::CreateStatic(&FSettingsMenu::OpenSettings, FName("Project"), FName("Project"), FName("General")))
//.........这里部分代码省略.........
示例2: Z_Construct_UPackage_TheBeginning
UPackage* Z_Construct_UPackage_TheBeginning()
{
static UPackage* ReturnPackage = NULL;
if (!ReturnPackage)
{
ReturnPackage = CastChecked<UPackage>(StaticFindObjectFast(UPackage::StaticClass(), NULL, FName(TEXT("/Script/TheBeginning")), false, false));
ReturnPackage->PackageFlags |= PKG_CompiledIn | 0x00000000;
FGuid Guid;
Guid.A = 0xAF7F2495;
Guid.B = 0x2BE2AF11;
Guid.C = 0x00000000;
Guid.D = 0x00000000;
ReturnPackage->SetGuid(Guid);
}
return ReturnPackage;
}
示例3: FName
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
Interaction.cpp: See .UC for for info
=============================================================================*/
#include "EnginePrivate.h"
#include "Engine/Console.h"
#include "Engine/LevelScriptActor.h"
#include "Slate.h"
#include "DefaultValueHelper.h"
static const uint32 MAX_AUTOCOMPLETION_LINES = 20;
static FName NAME_Typing = FName(TEXT("Typing"));
static FName NAME_Open = FName(TEXT("Open"));
class FConsoleVariableAutoCompleteVisitor
{
public:
// @param Name must not be 0
// @param CVar must not be 0
static void OnConsoleVariable(const TCHAR *Name, IConsoleObject* CVar,TArray<struct FAutoCompleteCommand>& Sink)
{
#if (UE_BUILD_SHIPPING || UE_BUILD_TEST)
if(CVar->TestFlags(ECVF_Cheat))
{
return;
}
#endif // (UE_BUILD_SHIPPING || UE_BUILD_TEST)
if(CVar->TestFlags(ECVF_Unregistered))
示例4: FName
#include "GraphEditor.h"
#include "TileMapEditorViewportClient.h"
#include "TileMapEditorCommands.h"
#include "SEditorViewport.h"
#include "WorkspaceMenuStructureModule.h"
#include "Paper2DEditorModule.h"
#include "STileMapEditorViewportToolbar.h"
#include "SDockTab.h"
#include "EdModeTileMap.h"
#define LOCTEXT_NAMESPACE "TileMapEditor"
//////////////////////////////////////////////////////////////////////////
const FName TileMapEditorAppName = FName(TEXT("TileMapEditorApp"));
//////////////////////////////////////////////////////////////////////////
struct FTileMapEditorTabs
{
// Tab identifiers
static const FName DetailsID;
static const FName ViewportID;
static const FName ToolboxHostID;
};
//////////////////////////////////////////////////////////////////////////
const FName FTileMapEditorTabs::DetailsID(TEXT("Details"));
const FName FTileMapEditorTabs::ViewportID(TEXT("Viewport"));
示例5: FName
TSharedRef<SWidget> FDetailWidgetExtensionHandler::GenerateExtensionWidget(const UClass* InObjectClass, TSharedPtr<IPropertyHandle> InPropertyHandle)
{
UProperty* Property = InPropertyHandle->GetProperty();
FString DelegateName = Property->GetName() + "Delegate";
UDelegateProperty* DelegateProperty = FindFieldChecked<UDelegateProperty>(CastChecked<UClass>(Property->GetOuter()), FName(*DelegateName));
const bool bIsEditable = Property->HasAnyPropertyFlags(CPF_Edit | CPF_EditConst);
const bool bDoSignaturesMatch = DelegateProperty->SignatureFunction->GetReturnProperty()->SameType(Property);
if ( !ensure(bIsEditable && bDoSignaturesMatch) )
{
return SNullWidget::NullWidget;
}
return SNew(SPropertyBinding, BlueprintEditor.Pin().ToSharedRef(), DelegateProperty, InPropertyHandle.ToSharedRef())
.GeneratePureBindings(true);
}
示例6: FName
FName FMediaPlaylistEditorToolkit::GetToolkitFName() const
{
return FName("MediaPlaylistEditor");
}
示例7: Super
AOnlineBeaconHost::AOnlineBeaconHost(const FObjectInitializer& ObjectInitializer) :
Super(ObjectInitializer)
{
NetDriverName = FName(TEXT("BeaconDriverHost"));
}
示例8: FName
TArray<FRichCurveEditInfo> UCurveFloat::GetCurves()
{
TArray<FRichCurveEditInfo> Curves;
Curves.Add(FRichCurveEditInfo(&FloatCurve, FName(*GetName())));
return Curves;
}
示例9: FName
FName UBTComposite_SimpleParallel::GetNodeIconName() const
{
return FName("BTEditor.Graph.BTNode.Composite.SimpleParallel.Icon");
}
示例10: LOCTEXT
bool FModuleDescriptor::Read(const FJsonObject& Object, FText& OutFailReason)
{
// Read the module name
TSharedPtr<FJsonValue> NameValue = Object.TryGetField(TEXT("Name"));
if(!NameValue.IsValid() || NameValue->Type != EJson::String)
{
OutFailReason = LOCTEXT("ModuleWithoutAName", "Found a 'Module' entry with a missing 'Name' field");
return false;
}
Name = FName(*NameValue->AsString());
// Read the module type
TSharedPtr<FJsonValue> TypeValue = Object.TryGetField(TEXT("Type"));
if(!TypeValue.IsValid() || TypeValue->Type != EJson::String)
{
OutFailReason = FText::Format( LOCTEXT( "ModuleWithoutAType", "Found Module entry '{0}' with a missing 'Type' field" ), FText::FromName(Name) );
return false;
}
Type = EHostType::FromString(*TypeValue->AsString());
if(Type == EHostType::Max)
{
OutFailReason = FText::Format( LOCTEXT( "ModuleWithInvalidType", "Module entry '{0}' specified an unrecognized module Type '{1}'" ), FText::FromName(Name), FText::FromString(TypeValue->AsString()) );
return false;
}
// Read the loading phase
TSharedPtr<FJsonValue> LoadingPhaseValue = Object.TryGetField(TEXT("LoadingPhase"));
if(LoadingPhaseValue.IsValid() && LoadingPhaseValue->Type == EJson::String)
{
LoadingPhase = ELoadingPhase::FromString(*LoadingPhaseValue->AsString());
if(LoadingPhase == ELoadingPhase::Max)
{
OutFailReason = FText::Format( LOCTEXT( "ModuleWithInvalidLoadingPhase", "Module entry '{0}' specified an unrecognized module LoadingPhase '{1}'" ), FText::FromName(Name), FText::FromString(LoadingPhaseValue->AsString()) );
return false;
}
}
// Read the whitelisted platforms
TSharedPtr<FJsonValue> WhitelistPlatformsValue = Object.TryGetField(TEXT("WhitelistPlatforms"));
if(WhitelistPlatformsValue.IsValid() && WhitelistPlatformsValue->Type == EJson::Array)
{
const TArray< TSharedPtr< FJsonValue > >& PlatformsArray = WhitelistPlatformsValue->AsArray();
for(int Idx = 0; Idx < PlatformsArray.Num(); Idx++)
{
WhitelistPlatforms.Add(PlatformsArray[Idx]->AsString());
}
}
// Read the blacklisted platforms
TSharedPtr<FJsonValue> BlacklistPlatformsValue = Object.TryGetField(TEXT("BlacklistPlatforms"));
if(BlacklistPlatformsValue.IsValid() && BlacklistPlatformsValue->Type == EJson::Array)
{
const TArray< TSharedPtr< FJsonValue > >& PlatformsArray = BlacklistPlatformsValue->AsArray();
for(int Idx = 0; Idx < PlatformsArray.Num(); Idx++)
{
BlacklistPlatforms.Add(PlatformsArray[Idx]->AsString());
}
}
return true;
}
示例11: ShaderFormatToLegacyShaderPlatform
FNullDynamicRHI::FNullDynamicRHI()
{
GMaxRHIShaderPlatform = ShaderFormatToLegacyShaderPlatform(FName(FPlatformMisc::GetNullRHIShaderFormat()));
}
示例12: LOCTEXT
void CreatureEditor::StartupModule()
{
FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");
//Custom detail views
PropertyModule.RegisterCustomClassLayout("CreatureAnimStateMachine", FOnGetDetailCustomizationInstance::CreateStatic(&FCreatureAnimStateMachineDetails::MakeInstance));
PropertyModule.RegisterCustomClassLayout("CreatureMeshComponent", FOnGetDetailCustomizationInstance::CreateStatic(&FCreatureToolsDetails::MakeInstance));
IAssetTools& AssetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>("AssetTools").Get();
EAssetTypeCategories::Type CreatureAssetCategoryBit = AssetTools.RegisterAdvancedAssetCategory(FName(TEXT("CreatureAssetCategory")), LOCTEXT("CreatureAssetCategory", "Creature"));
AssetTools.RegisterAssetTypeActions(MakeShareable(new FCreatureAnimStateMachineAssetTypeActions(CreatureAssetCategoryBit)));
AssetTools.RegisterAssetTypeActions(MakeShareable(new FCreatureAnimStoreAssetTypeActions(CreatureAssetCategoryBit)));
AssetTools.RegisterAssetTypeActions(MakeShareable(new FCreatureAnimationAssetTypeActions(CreatureAssetCategoryBit)));
AssetTools.RegisterAssetTypeActions(MakeShareable(new FCreatureMetaAssetTypeActions(CreatureAssetCategoryBit)));
AssetTools.RegisterAssetTypeActions(MakeShareable(new FCreatureParticlesAssetTypeActions(CreatureAssetCategoryBit)));
}
示例13: FName
void ANextLevelTrigger::BeginOverlap(AActor *Other, class UPrimitiveComponent *OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult)
{
UGameplayStatics::OpenLevel(GetWorld(), FName(*("/Game/Maps/" + NextLevel.ToString())));
}
示例14: ShouldCache
/**
* Should the shader for this material with the given platform, shader type and vertex
* factory type combination be compiled
*
* @param Platform The platform currently being compiled for
* @param ShaderType Which shader is being compiled
* @param VertexFactory Which vertex factory is being compiled (can be NULL)
*
* @return true if the shader should be compiled
*/
virtual bool ShouldCache(EShaderPlatform Platform, const FShaderType* ShaderType, const FVertexFactoryType* VertexFactoryType) const
{
// only generate the needed shaders (which should be very restrictive for fast recompiling during editing)
// @todo: Add a FindShaderType by fname or something
bool bEditorStatsMaterial = Material->bIsMaterialEditorStatsMaterial;
// Always allow HitProxy shaders.
if (FCString::Stristr(ShaderType->GetName(), TEXT("HitProxy")))
{
return true;
}
// we only need local vertex factory for the preview static mesh
if (VertexFactoryType != FindVertexFactoryType(FName(TEXT("FLocalVertexFactory"), FNAME_Find)))
{
//cache for gpu skinned vertex factory if the material allows it
//this way we can have a preview skeletal mesh
if (bEditorStatsMaterial ||
!IsUsedWithSkeletalMesh() ||
(VertexFactoryType != FindVertexFactoryType(FName(TEXT("TGPUSkinVertexFactoryfalse"), FNAME_Find)) &&
VertexFactoryType != FindVertexFactoryType(FName(TEXT("TGPUSkinVertexFactorytrue"), FNAME_Find))))
{
return false;
}
}
if (bEditorStatsMaterial)
{
TArray<FString> ShaderTypeNames;
TArray<FString> ShaderTypeDescriptions;
GetRepresentativeShaderTypesAndDescriptions(ShaderTypeNames, ShaderTypeDescriptions);
//Only allow shaders that are used in the stats.
return ShaderTypeNames.Find(ShaderType->GetName()) != INDEX_NONE;
}
// look for any of the needed type
bool bShaderTypeMatches = false;
// For FMaterialResource::GetRepresentativeInstructionCounts
if (FCString::Stristr(ShaderType->GetName(), TEXT("BasePassPSTDistanceFieldShadowsAndLightMapPolicyHQ")))
{
bShaderTypeMatches = true;
}
else if (FCString::Stristr(ShaderType->GetName(), TEXT("BasePassPSFNoLightMapPolicy")))
{
bShaderTypeMatches = true;
}
else if (FCString::Stristr(ShaderType->GetName(), TEXT("CachedPointIndirectLightingPolicy")))
{
bShaderTypeMatches = true;
}
else if (FCString::Stristr(ShaderType->GetName(), TEXT("BasePassPSFSelfShadowedTranslucencyPolicy")))
{
bShaderTypeMatches = true;
}
// Pick tessellation shader based on material settings
else if(FCString::Stristr(ShaderType->GetName(), TEXT("BasePassVSFNoLightMapPolicy")) ||
FCString::Stristr(ShaderType->GetName(), TEXT("BasePassHSFNoLightMapPolicy")) ||
FCString::Stristr(ShaderType->GetName(), TEXT("BasePassDSFNoLightMapPolicy")))
{
bShaderTypeMatches = true;
}
else if (FCString::Stristr(ShaderType->GetName(), TEXT("DepthOnly")))
{
bShaderTypeMatches = true;
}
else if (FCString::Stristr(ShaderType->GetName(), TEXT("ShadowDepth")))
{
bShaderTypeMatches = true;
}
else if (FCString::Stristr(ShaderType->GetName(), TEXT("TDistortion")))
{
bShaderTypeMatches = true;
}
else if (FCString::Stristr(ShaderType->GetName(), TEXT("TBasePassForForwardShading")))
{
bShaderTypeMatches = true;
}
return bShaderTypeMatches;
}
示例15: FName
FName UBTDecorator_TimeLimit::GetNodeIconName() const
{
return FName("BTEditor.Graph.BTNode.Decorator.TimeLimit.Icon");
}