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C++ LOCTEXT函数代码示例

本文整理汇总了C++中LOCTEXT函数的典型用法代码示例。如果您正苦于以下问题:C++ LOCTEXT函数的具体用法?C++ LOCTEXT怎么用?C++ LOCTEXT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LOCTEXT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: CopyGooglePlayAppIDFileIntoProject

void FAndroidTargetSettingsCustomization::CopyGooglePlayAppIDFileIntoProject()
{
	FText ErrorMessage;
	if (!SourceControlHelpers::CopyFileUnderSourceControl(GameGooglePlayAppIDPath, EngineGooglePlayAppIDPath, LOCTEXT("GooglePlayAppID", "GooglePlayAppID.xml"), /*out*/ ErrorMessage))
	{
		FNotificationInfo Info(ErrorMessage);
		Info.ExpireDuration = 3.0f;
		FSlateNotificationManager::Get().AddNotification(Info);
	}

	SavedLayoutBuilder->ForceRefreshDetails();
}
开发者ID:Codermay,项目名称:Unreal4,代码行数:12,代码来源:AndroidTargetSettingsCustomization.cpp

示例2: LOCTEXT

FText UAnimGraphNode_TwoBoneIK::GetControllerDescription() const
{
	return LOCTEXT("TwoBoneIK", "Two Bone IK");
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:4,代码来源:AnimGraphNode_TwoBoneIK.cpp

示例3: LOCTEXT

const FText URichTextBlock::GetPaletteCategory()
{
	return LOCTEXT("Common", "Common");
}
开发者ID:WasPedro,项目名称:UnrealEngine4.11-HairWorks,代码行数:4,代码来源:RichTextBlock.cpp

示例4: MakeShareable

void SMatineeRecorder::Construct(const FArguments& InArgs)
{
	if( InArgs._MatineeWindow.IsValid() )
	{
		ParentMatineeWindow = InArgs._MatineeWindow; 
	}

	CameraModeOptions.Add( MakeShareable( new FString(LOCTEXT("NewCameraMode", "New Camera Mode").ToString() ) ) );
	CameraModeOptions.Add( MakeShareable( new FString(LOCTEXT("NewAttachedCameraMode", "New Attached Camera Mode").ToString() ) ) );
	CameraModeOptions.Add( MakeShareable( new FString(LOCTEXT("DuplicateSelectedTracks", "Duplicate Selected Tracks").ToString() ) ) );
	CameraModeOptions.Add( MakeShareable( new FString(LOCTEXT("ReplaceSelectedTracks", "Replace Selected Tracks").ToString() ) ) );

	this->ChildSlot
	[
		SNew(SBorder)
		. HAlign(HAlign_Fill)
		. VAlign(VAlign_Fill)
		[
			SNew(SVerticalBox)
			+ SVerticalBox::Slot()
			.AutoHeight()
			. HAlign(HAlign_Fill)
			. VAlign(VAlign_Fill)
			[
				SNew(SHorizontalBox)
				+ SHorizontalBox::Slot()
				.AutoWidth()
				[
					SAssignNew( RecordButton, SButton )
					.OnClicked( this, &SMatineeRecorder::ToggleRecord )
					.ToolTipText( LOCTEXT("StartStopRecording", "Start/Stop Recording") )
					[
						SNew(SHorizontalBox)
						+ SHorizontalBox::Slot()
						.AutoWidth()
						[
							SNew(SImage)
							.Image( this, &SMatineeRecorder::GetRecordImageDelegate )
						]
					]
				]
				
				+ SHorizontalBox::Slot()
				.AutoWidth()
				[
					SAssignNew( CameraModeComboBox, STextComboBox )
					.OptionsSource( &CameraModeOptions )
					.OnSelectionChanged( this, &SMatineeRecorder::SelectCameraMode )
					.ToolTipText( LOCTEXT("ChangeCameraMode", "Change Camera Mode") )
					.InitiallySelectedItem( CameraModeOptions[ 0 ] )
				]
			]

			// Build the viewport.
			+SVerticalBox::Slot()
			.HAlign(HAlign_Fill)
			.VAlign(VAlign_Fill)
			.FillHeight(1)
			[
				SAssignNew( ViewportWidget, SViewport )
				.EnableGammaCorrection( false )
				.IsEnabled( FSlateApplication::Get().GetNormalExecutionAttribute() )
				.ShowEffectWhenDisabled( false )		
			]
		]
	];

	// Create an animation viewport client
	LevelViewportClient = MakeShareable( new FLevelEditorViewportClient(nullptr) );

	Viewport = MakeShareable( new FSceneViewport( LevelViewportClient.Get(), ViewportWidget ) );
	LevelViewportClient->Viewport = Viewport.Get();

	LevelViewportClient->ViewportType = LVT_Perspective;
	LevelViewportClient->bSetListenerPosition = false;
	LevelViewportClient->SetViewLocation( EditorViewportDefs::DefaultPerspectiveViewLocation );
	LevelViewportClient->SetViewRotation( EditorViewportDefs::DefaultPerspectiveViewRotation );

	LevelViewportClient->SetRealtime( true );
	LevelViewportClient->SetAllowCinematicPreview( true );
	LevelViewportClient->Viewport->SetUserFocus(true);
	LevelViewportClient->SetMatineeRecordingWindow( ParentMatineeWindow.Pin().Get() );

	LevelViewportClient->VisibilityDelegate.BindSP( this, &SMatineeRecorder::IsVisible );


	// The viewport widget needs an interface so it knows what should render
	ViewportWidget->SetViewportInterface( Viewport.ToSharedRef() );
}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:89,代码来源:SMatineeRecorder.cpp

示例5: LOCTEXT

FText UK2Node_Switch::GetMenuCategory() const
{
	static FNodeTextCache CachedCategory;
	if (CachedCategory.IsOutOfDate())
	{
		// FText::Format() is slow, so we cache this to save on performance
		CachedCategory = FEditorCategoryUtils::BuildCategoryString(FCommonEditorCategory::FlowControl, LOCTEXT("ActionMenuCategory", "Switch"));
	}
	return CachedCategory;
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:10,代码来源:K2Node_Switch.cpp

示例6: ShowRestartWarning

	// Show a warning that the editor will require a restart and return its result
	EAppReturnType::Type ShowRestartWarning(const FText& Title) const
	{
		return OpenMsgDlgInt(EAppMsgType::OkCancel, LOCTEXT("ActionRestartMsg", "Imported settings won't be applied until the editor is restarted. Do you wish to restart now (you will be prompted to save any changes)?" ), Title);
	}
开发者ID:johndpope,项目名称:UE4,代码行数:5,代码来源:EditorSettingsViewerModule.cpp

示例7: FIsActionChecked

void SMessagingDebugger::Construct(
	const FArguments& InArgs,
	const TSharedRef<SDockTab>& ConstructUnderMajorTab,
	const TSharedPtr<SWindow>& ConstructUnderWindow,
	const TSharedRef<IMessageTracer, ESPMode::ThreadSafe>& InMessageTracer,
	const TSharedRef<ISlateStyle>& InStyle
)
{
	MessageTracer = InMessageTracer;
	Style = InStyle;

	// bind commands
	FUICommandList& ActionList = *CommandList;
	{
		const FMessagingDebuggerCommands& Commands = FMessagingDebuggerCommands::Get();

		ActionList.MapAction(Commands.BreakDebugger, FExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleBreakDebuggerCommandExecute), FCanExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleBreakDebuggerCommandCanExecute));
		ActionList.MapAction(Commands.ClearHistory, FExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleClearHistoryCommandExecute), FCanExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleClearHistoryCommandCanExecute));
		ActionList.MapAction(Commands.ContinueDebugger, FExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleContinueDebuggerCommandExecute), FCanExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleContinueDebuggerCommandCanExecute), FIsActionChecked(), FIsActionButtonVisible::CreateRaw(this, &SMessagingDebugger::HandleContinueDebuggerCommandIsVisible));
		ActionList.MapAction(Commands.StartDebugger, FExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleStartDebuggerCommandExecute), FCanExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleStartDebuggerCommandCanExecute), FIsActionChecked(), FIsActionButtonVisible::CreateRaw(this, &SMessagingDebugger::HandleStartDebuggerCommandIsVisible));
		ActionList.MapAction(Commands.StepDebugger, FExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleStepDebuggerCommandExecute), FCanExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleStepDebuggerCommandCanExecute));
		ActionList.MapAction(Commands.StopDebugger, FExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleStopDebuggerCommandExecute), FCanExecuteAction::CreateRaw(this, &SMessagingDebugger::HandleStopDebuggerCommandCanExecute));
	}

	// create & initialize tab manager
	TabManager = FGlobalTabmanager::Get()->NewTabManager(ConstructUnderMajorTab);
	{
		TSharedRef<FWorkspaceItem> AppMenuGroup = TabManager->AddLocalWorkspaceMenuCategory(LOCTEXT("MessagingDebuggerGroupName", "Messaging Debugger"));

		TabManager->RegisterTabSpawner(BreakpointsTabId, FOnSpawnTab::CreateRaw(this, &SMessagingDebugger::HandleTabManagerSpawnTab, BreakpointsTabId))
			.SetDisplayName(LOCTEXT("BreakpointsTabTitle", "Breakpoints"))
			.SetGroup(AppMenuGroup)
			.SetIcon(FSlateIcon(Style->GetStyleSetName(), "BreakpointsTabIcon"));

		TabManager->RegisterTabSpawner(EndpointDetailsTabId, FOnSpawnTab::CreateRaw(this, &SMessagingDebugger::HandleTabManagerSpawnTab, EndpointDetailsTabId))
			.SetDisplayName(LOCTEXT("EndpointDetailsTabTitle", "Endpoint Details"))
			.SetGroup(AppMenuGroup)
			.SetIcon(FSlateIcon(Style->GetStyleSetName(), "EndpointDetailsTabIcon"));

		TabManager->RegisterTabSpawner(EndpointsTabId, FOnSpawnTab::CreateRaw(this, &SMessagingDebugger::HandleTabManagerSpawnTab, EndpointsTabId))
			.SetDisplayName(LOCTEXT("EndpointsTabTitle", "Endpoints"))
			.SetGroup(AppMenuGroup)
			.SetIcon(FSlateIcon(Style->GetStyleSetName(), "EndpointsTabIcon"));

		TabManager->RegisterTabSpawner(InteractionGraphTabId, FOnSpawnTab::CreateRaw(this, &SMessagingDebugger::HandleTabManagerSpawnTab, InteractionGraphTabId))
			.SetDisplayName(LOCTEXT("InteractionGraphTabTitle", "Interaction Graph"))
			.SetGroup(AppMenuGroup)
			.SetIcon(FSlateIcon(Style->GetStyleSetName(), "InteractionGraphTabIcon"));

		TabManager->RegisterTabSpawner(InterceptorsTabId, FOnSpawnTab::CreateRaw(this, &SMessagingDebugger::HandleTabManagerSpawnTab, InterceptorsTabId))
			.SetDisplayName(LOCTEXT("InterceptorsTabTitle", "Interceptors"))
			.SetGroup(AppMenuGroup)
			.SetIcon(FSlateIcon(Style->GetStyleSetName(), "InterceptorsTabIcon"));

		TabManager->RegisterTabSpawner(MessageDataTabId, FOnSpawnTab::CreateRaw(this, &SMessagingDebugger::HandleTabManagerSpawnTab, MessageDataTabId))
			.SetDisplayName(LOCTEXT("MessageDataTabTitle", "Message Data"))
			.SetGroup(AppMenuGroup)
			.SetIcon(FSlateIcon(Style->GetStyleSetName(), "MessageDataTabIcon"));

		TabManager->RegisterTabSpawner(MessageDetailsTabId, FOnSpawnTab::CreateRaw(this, &SMessagingDebugger::HandleTabManagerSpawnTab, MessageDetailsTabId))
			.SetDisplayName(LOCTEXT("MessageDetailsTabTitle", "Message Details"))
			.SetGroup(AppMenuGroup)
			.SetIcon(FSlateIcon(Style->GetStyleSetName(), "MessageDetailsTabIcon"));

		TabManager->RegisterTabSpawner(MessageHistoryTabId, FOnSpawnTab::CreateRaw(this, &SMessagingDebugger::HandleTabManagerSpawnTab, MessageHistoryTabId))
			.SetDisplayName(LOCTEXT("MessageHistoryTabTitle", "Message History"))
			.SetGroup(AppMenuGroup)
			.SetIcon(FSlateIcon(Style->GetStyleSetName(), "MessageHistoryTabIcon"));

		TabManager->RegisterTabSpawner(MessageTypesTabId, FOnSpawnTab::CreateRaw(this, &SMessagingDebugger::HandleTabManagerSpawnTab, MessageTypesTabId))
			.SetDisplayName(LOCTEXT("MessageTypesTabTitle", "Message Types"))
			.SetGroup(AppMenuGroup)
			.SetIcon(FSlateIcon(Style->GetStyleSetName(), "MessageTypesTabIcon"));

		TabManager->RegisterTabSpawner(ToolbarTabId, FOnSpawnTab::CreateRaw(this, &SMessagingDebugger::HandleTabManagerSpawnTab, ToolbarTabId))
			.SetDisplayName(LOCTEXT("ToolbarTabTitle", "Toolbar"))
			.SetGroup(AppMenuGroup)
			.SetIcon(FSlateIcon(Style->GetStyleSetName(), "ToolbarTabIcon"));
	}

	// create tab layout
	const TSharedRef<FTabManager::FLayout> Layout = FTabManager::NewLayout("MessagingDebuggerLayout_v1.0")
		->AddArea
		(
			FTabManager::NewPrimaryArea()
				->SetOrientation(Orient_Horizontal)
				->Split
				(
					// left column
					FTabManager::NewSplitter()
						->SetOrientation(Orient_Vertical)
						->SetSizeCoefficient(0.25f)
						->Split
						(
							FTabManager::NewStack()
								->AddTab(EndpointsTabId, ETabState::OpenedTab)
								->SetSizeCoefficient(0.5f)
						)
						->Split
						(
//.........这里部分代码省略.........
开发者ID:aovi,项目名称:UnrealEngine4,代码行数:101,代码来源:SMessagingDebugger.cpp

示例8: FillToolbar

TSharedPtr<FExtender> FCurveAssetEditor::GetToolbarExtender()
{
	struct Local
	{
		static void FillToolbar(FToolBarBuilder& ToolbarBuilder, TSharedRef<SWidget> InputSnapWidget, TSharedRef<SWidget> OutputSnapWidget)
		{
			ToolbarBuilder.BeginSection("Curve");
			{
				ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().ZoomToFitHorizontal);
				ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().ZoomToFitVertical);
				ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().ZoomToFitAll);
				ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().ZoomToFitSelected);
			}
			ToolbarBuilder.EndSection();

			ToolbarBuilder.BeginSection("Interpolation");
			{
				ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().InterpolationCubicAuto);
				ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().InterpolationCubicUser);
				ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().InterpolationCubicBreak);
				ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().InterpolationLinear);
				ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().InterpolationConstant);
			}
			ToolbarBuilder.EndSection();

			ToolbarBuilder.BeginSection("Snap");
			{
				ToolbarBuilder.AddToolBarButton(FRichCurveEditorCommands::Get().ToggleSnapping);
				ToolbarBuilder.AddWidget(InputSnapWidget);
				ToolbarBuilder.AddWidget(OutputSnapWidget);
			}
			ToolbarBuilder.EndSection();
		}
	};

	TSharedPtr<FExtender> ToolbarExtender = MakeShareable(new FExtender);

	TSharedRef<SWidget> InputSnapWidget =
		SNew(SVerticalBox)
		+ SVerticalBox::Slot()
		.Padding(4)
		.AutoHeight()
		[
			SNew(STextBlock)
			.Text(LOCTEXT("InputSnap", "Time Snap"))
		]
		+ SVerticalBox::Slot()
		.Padding(4)
		.AutoHeight()
		[
			SNew(SComboButton)
			.ContentPadding(1)
			.OnGetMenuContent(this, &FCurveAssetEditor::BuildInputSnapMenu)
			.ButtonContent()
			[
				SNew(SEditableTextBox)
				.Text(this, &FCurveAssetEditor::GetInputSnapText)
				.OnTextCommitted(this, &FCurveAssetEditor::InputSnapTextComitted)
			]
		];

	TSharedRef<SWidget> OutputSnapWidget =
		SNew(SVerticalBox)
		+ SVerticalBox::Slot()
		.Padding(4)
		.AutoHeight()
		[
			SNew(STextBlock)
			.Text(LOCTEXT("OutputSnap", "Value Snap"))
		]
		+ SVerticalBox::Slot()
		.Padding(4)
		.AutoHeight()
		[
			SNew(SComboButton)
			.ContentPadding(1)
			.OnGetMenuContent(this, &FCurveAssetEditor::BuildOutputSnapMenu)
			.ButtonContent()
			[
				SNew(SEditableTextBox)
				.Text(this, &FCurveAssetEditor::GetOutputSnapText)
				.OnTextCommitted(this, &FCurveAssetEditor::OutputSnapTextComitted)
			]
		];

	ToolbarExtender->AddToolBarExtension(
		"Asset",
		EExtensionHook::After,
		TrackWidget->GetCommands(),
		FToolBarExtensionDelegate::CreateStatic(&Local::FillToolbar, InputSnapWidget, OutputSnapWidget)
		);

	return ToolbarExtender;
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:94,代码来源:CurveAssetEditor.cpp

示例9: LOCTEXT

FText FCurveAssetEditor::GetBaseToolkitName() const
{
	return LOCTEXT( "AppLabel", "Curve Asset Editor" );
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:4,代码来源:CurveAssetEditor.cpp

示例10: UpdatePower

void UFlareSpacecraftDamageSystem::TickSystem(float DeltaSeconds)
{
	// Apply heat variation : add producted heat then substract radiated heat.

	// Get the to heat production and heat sink surface
	float HeatProduction = 0.f;
	float HeatSinkSurface = 0.f;

	for (int32 i = 0; i < Components.Num(); i++)
	{
		UFlareSpacecraftComponent* Component = Cast<UFlareSpacecraftComponent>(Components[i]);
		HeatProduction += Component->GetHeatProduction();
		HeatSinkSurface += Component->GetHeatSinkSurface();
	}

	// Add a part of sun radiation to ship heat production
	// Sun flow is 3.094KW/m^2 and keep only half and modulate 90% by sun occlusion
	HeatProduction += HeatSinkSurface * 3.094 * 0.5 * (1 - 0.9 * Spacecraft->GetGame()->GetPlanetarium()->GetSunOcclusion());

	// Heat up
	Data->Heat += HeatProduction * DeltaSeconds;
	// Radiate: Stefan-Boltzmann constant=5.670373e-8
	float Temperature = Data->Heat / Description->HeatCapacity;
	float HeatRadiation = 0.f;
	if (Temperature > 0)
	{
		HeatRadiation = HeatSinkSurface * 5.670373e-8 * FMath::Pow(Temperature, 4) / 1000;
	}
	// Don't radiate too much energy : negative temperature is not possible
	Data->Heat -= FMath::Min(HeatRadiation * DeltaSeconds, Data->Heat);

	// Power outage
	if (Data->PowerOutageDelay > 0)
	{
		Data->PowerOutageDelay -=  DeltaSeconds;
		if (Data->PowerOutageDelay <=0)
		{
			Data->PowerOutageDelay = 0;
			UpdatePower(); // To update light
		}
	}

	// Update Alive status
	if (WasAlive && !Parent->IsAlive())
	{
		AFlarePlayerController* PC = Spacecraft->GetGame()->GetPC();

		// Player kill
		if (PC && LastDamageCauser == PC->GetShipPawn() && Spacecraft != PC->GetShipPawn())
		{
			PC->Notify(LOCTEXT("ShipKilled", "Target destroyed"),
				FText::Format(LOCTEXT("ShipKilledFormat", "You destroyed a ship ({0}-class)"), Spacecraft->GetParent()->GetDescription()->Name),
				FName("ship-killed"),
				EFlareNotification::NT_Info);
		}

		// Company kill
		else if (PC && LastDamageCauser && PC->GetCompany() == LastDamageCauser->GetParent()->GetCompany())
		{
			PC->Notify(LOCTEXT("ShipKilledCompany", "Target destroyed"),
				FText::Format(LOCTEXT("ShipKilledCompanyFormat", "Your {0}-class ship destroyed a ship ({1}-class)"),
					Spacecraft->GetParent()->GetDescription()->Name,
					LastDamageCauser->GetParent()->GetDescription()->Name),
				FName("ship-killed"),
				EFlareNotification::NT_Info);
		}

		WasAlive = false;
		OnControlLost();
	}

	TimeSinceLastExternalDamage += DeltaSeconds;
}
开发者ID:YaSanBee,项目名称:HeliumRain,代码行数:73,代码来源:FlareSpacecraftDamageSystem.cpp

示例11: MenuBuilder

TSharedRef<SWidget> FCurveAssetEditor::BuildOutputSnapMenu()
{
	FMenuBuilder MenuBuilder(true, NULL);

	FUIAction OneThousandthAction(FExecuteAction::CreateSP(this, &FCurveAssetEditor::SetOutputSnap, 0.001f));
	MenuBuilder.AddMenuEntry(LOCTEXT("OutputSnap_OneThousandth", "0.001"), LOCTEXT("OutputSnap_OneThousandth", "Set snap to 1/1000th"), FSlateIcon(), OneThousandthAction);

	FUIAction OneHundredthAction(FExecuteAction::CreateSP(this, &FCurveAssetEditor::SetOutputSnap, 0.01f));
	MenuBuilder.AddMenuEntry(LOCTEXT("OutputSnap_OneHundredth", "0.01"), LOCTEXT("OutputSnap_OneHundredth", "Set snap to 1/100th"), FSlateIcon(), OneHundredthAction);

	FUIAction OneTenthAction(FExecuteAction::CreateSP(this, &FCurveAssetEditor::SetOutputSnap, 0.1f));
	MenuBuilder.AddMenuEntry(LOCTEXT("OutputSnap_OneTenth", "0.1"), LOCTEXT("OutputSnap_OneTenth", "Set snap to 1/10th"), FSlateIcon(), OneTenthAction);

	FUIAction OneAction(FExecuteAction::CreateSP(this, &FCurveAssetEditor::SetOutputSnap, 1.0f));
	MenuBuilder.AddMenuEntry(LOCTEXT("OutputSnap_One", "1"), LOCTEXT("OutputSnap_One", "Set snap to 1h"), FSlateIcon(), OneAction);

	FUIAction TenAction(FExecuteAction::CreateSP(this, &FCurveAssetEditor::SetOutputSnap, 10.0f));
	MenuBuilder.AddMenuEntry(LOCTEXT("OutputSnap_Ten", "10"), LOCTEXT("OutputSnap_Ten", "Set snap to 10"), FSlateIcon(), TenAction);

	FUIAction HundredAction(FExecuteAction::CreateSP(this, &FCurveAssetEditor::SetOutputSnap, 100.0f));
	MenuBuilder.AddMenuEntry(LOCTEXT("OutputSnap_OneHundred", "100"), LOCTEXT("OutputSnap_OneHundred", "Set snap to 100"), FSlateIcon(), HundredAction);

	return MenuBuilder.MakeWidget();
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:24,代码来源:CurveAssetEditor.cpp

示例12: LOCTEXT

FString FDefaultSourceControlProvider::GetStatusText() const
{
	return LOCTEXT("SourceControlDisabled", "Source control is disabled").ToString();
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:4,代码来源:DefaultSourceControlProvider.cpp

示例13: FMessageLog

void FDefaultSourceControlProvider::Init(bool bForceConnection)
{
	FMessageLog("SourceControl").Info(LOCTEXT("SourceControlDisabled", "Source control is disabled"));
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:4,代码来源:DefaultSourceControlProvider.cpp

示例14: SNew

void FAndroidTargetSettingsCustomization::BuildAppManifestSection(IDetailLayoutBuilder& DetailLayout)
{
	// Cache some categories
	IDetailCategoryBuilder& APKPackagingCategory = DetailLayout.EditCategory(TEXT("APKPackaging"));
	IDetailCategoryBuilder& BuildCategory = DetailLayout.EditCategory(TEXT("Build"));
	IDetailCategoryBuilder& SigningCategory = DetailLayout.EditCategory(TEXT("DistributionSigning"));

	TSharedRef<SPlatformSetupMessage> PlatformSetupMessage = SNew(SPlatformSetupMessage, GameProjectPropertiesPath)
		.PlatformName(LOCTEXT("AndroidPlatformName", "Android"))
		.OnSetupClicked(this, &FAndroidTargetSettingsCustomization::CopySetupFilesIntoProject);

	SetupForPlatformAttribute = PlatformSetupMessage->GetReadyToGoAttribute();

	APKPackagingCategory.AddCustomRow(LOCTEXT("Warning", "Warning"), false)
		.WholeRowWidget
		[
			PlatformSetupMessage
		];

	APKPackagingCategory.AddCustomRow(LOCTEXT("UpgradeInfo", "Upgrade Info"), false)
		.WholeRowWidget
		[
			SNew(SBorder)
			.Padding(1)
			[
				SNew(SHorizontalBox)
				+ SHorizontalBox::Slot()
				.Padding(FMargin(10, 10, 10, 10))
				.FillWidth(1.0f)
				[
					SNew(SRichTextBlock)
					.Text(LOCTEXT("UpgradeInfoMessage", "<RichTextBlock.TextHighlight>Note to users from 4.6 or earlier</>: We now <RichTextBlock.TextHighlight>GENERATE</> an AndroidManifest.xml when building, so if you have customized your .xml file, you will need to put all of your changes into the below settings. Note that we don't touch your AndroidManifest.xml that is in your project directory.\nAdditionally, we no longer use SigningConfig.xml, the settings are now set in the Distribution Signing section.\n\nThere is currently no .obb file downloader support in the engine, so if you don't package your data into your .apk (see the below setting and its tooltip about 50MB limit), device is not guaranteed to have the .obb file downloaded in all cases. Until Unreal Engine v4.8, there won't be a way for your app to download the .obb file from the Google Play Store. See <a id=\"browser\" href=\"http://developer.android.com/google/play/expansion-files.html#Downloading\" style=\"HoverOnlyHyperlink\">http://developer.android.com/google/play/expansion-files.html</> for more information."))
					.TextStyle(FEditorStyle::Get(), "MessageLog")
					.DecoratorStyleSet(&FEditorStyle::Get())
					.AutoWrapText(true)
					+ SRichTextBlock::HyperlinkDecorator(TEXT("browser"), FSlateHyperlinkRun::FOnClick::CreateStatic(&OnBrowserLinkClicked))
				]
			]
		];
	
	APKPackagingCategory.AddCustomRow(LOCTEXT("BuildFolderLabel", "Build Folder"), false)
		.IsEnabled(SetupForPlatformAttribute)
		.NameContent()
		[
			SNew(SHorizontalBox)
			+ SHorizontalBox::Slot()
			.Padding(FMargin(0, 1, 0, 1))
			.FillWidth(1.0f)
			[
				SNew(STextBlock)
				.Text(LOCTEXT("BuildFolderLabel", "Build Folder"))
				.Font(DetailLayout.GetDetailFont())
			]
		]
		.ValueContent()
		[
			SNew(SHorizontalBox)
			+SHorizontalBox::Slot()
			.AutoWidth()
			[
				SNew(SButton)
				.Text(LOCTEXT("OpenBuildFolderButton", "Open Build Folder"))
				.ToolTipText(LOCTEXT("OpenManifestFolderButton_Tooltip", "Opens the folder containing the build files in Explorer or Finder (it's recommended you check these in to source control to share with your team)"))
				.OnClicked(this, &FAndroidTargetSettingsCustomization::OpenBuildFolder)
			]
		];

	// Signing category
	SigningCategory.AddCustomRow(LOCTEXT("SigningHyperlink", "Signing Hyperlink"), false)
		.WholeRowWidget
		[
			SNew(SBox)
			.HAlign(HAlign_Center)
			[
				SNew(SHyperlinkLaunchURL, TEXT("http://developer.android.com/tools/publishing/app-signing.html#releasemode"))
				.Text(LOCTEXT("AndroidDeveloperSigningPage", "Android Developer page on Signing for Distribution"))
				.ToolTipText(LOCTEXT("AndroidDeveloperSigningPageTooltip", "Opens a page that discusses the signing using keytool"))
			]
		];

	// Google Play category
	IDetailCategoryBuilder& GooglePlayCategory = DetailLayout.EditCategory(TEXT("GooglePlayServices"));
	
	TSharedRef<SPlatformSetupMessage> GooglePlaySetupMessage = SNew(SPlatformSetupMessage, GameGooglePlayAppIDPath)
		.PlatformName(LOCTEXT("GooglePlayPlatformName", "Google Play services"))
		.OnSetupClicked(this, &FAndroidTargetSettingsCustomization::CopyGooglePlayAppIDFileIntoProject);

	SetupForGooglePlayAttribute = GooglePlaySetupMessage->GetReadyToGoAttribute();

	GooglePlayCategory.AddCustomRow(LOCTEXT("Warning", "Warning"), false)
		.WholeRowWidget
		[
			GooglePlaySetupMessage
		];

	GooglePlayCategory.AddCustomRow(LOCTEXT("AppIDHyperlink", "App ID Hyperlink"), false)
		.WholeRowWidget
		[
			SNew(SBox)
			.HAlign(HAlign_Center)
//.........这里部分代码省略.........
开发者ID:Codermay,项目名称:Unreal4,代码行数:101,代码来源:AndroidTargetSettingsCustomization.cpp

示例15: LOCTEXT

FText FSubversionSourceControlState::GetDisplayName() const
{
	if(LockState == ELockState::Locked)
	{
		return LOCTEXT("Locked", "Locked For Editing");
	}
	else if(LockState == ELockState::LockedOther)
	{
		return FText::Format( LOCTEXT("LockedOther", "Locked by "), FText::FromString(LockUser) );
	}

	switch(WorkingCopyState) //-V719
	{
	case EWorkingCopyState::Unknown:
		return LOCTEXT("Unknown", "Unknown");
	case EWorkingCopyState::Pristine:
		return LOCTEXT("Pristine", "Pristine");
	case EWorkingCopyState::Added:
		if(bCopied)
		{
			return LOCTEXT("Added", "Added With History");
		}
		else
		{
			return LOCTEXT("Added", "Added");
		}
	case EWorkingCopyState::Deleted:
		return LOCTEXT("Deleted", "Deleted");
	case EWorkingCopyState::Modified:
		return LOCTEXT("Modified", "Modified");
	case EWorkingCopyState::Replaced:
		return LOCTEXT("Replaced", "Replaced");
	case EWorkingCopyState::Conflicted:
		return LOCTEXT("ContentsConflict", "Contents Conflict");
	case EWorkingCopyState::External:
		return LOCTEXT("External", "External");
	case EWorkingCopyState::Ignored:
		return LOCTEXT("Ignored", "Ignored");
	case EWorkingCopyState::Incomplete:
		return LOCTEXT("Incomplete", "Incomplete");
	case EWorkingCopyState::Merged:
		return LOCTEXT("Merged", "Merged");
	case EWorkingCopyState::NotControlled:
		return LOCTEXT("NotControlled", "Not Under Source Control");
	case EWorkingCopyState::Obstructed:
		return LOCTEXT("Obstructed", "Obstructed By Other Type");
	case EWorkingCopyState::Missing:
		return LOCTEXT("Missing", "Missing");
	}

	return FText();
}
开发者ID:AndyHuang7601,项目名称:EpicGames-UnrealEngine,代码行数:52,代码来源:SubversionSourceControlState.cpp


注:本文中的LOCTEXT函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。