本文整理汇总了C++中FMenuBuilder::AddMenuSeparator方法的典型用法代码示例。如果您正苦于以下问题:C++ FMenuBuilder::AddMenuSeparator方法的具体用法?C++ FMenuBuilder::AddMenuSeparator怎么用?C++ FMenuBuilder::AddMenuSeparator使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类FMenuBuilder
的用法示例。
在下文中一共展示了FMenuBuilder::AddMenuSeparator方法的9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: FillHelpMenu
void FMainMenu::FillHelpMenu( FMenuBuilder& MenuBuilder, const TSharedRef< FExtender > Extender )
{
MenuBuilder.BeginSection("HelpOnline", NSLOCTEXT("MainHelpMenu", "Online", "Online"));
{
MenuBuilder.AddMenuEntry(FMainFrameCommands::Get().VisitForums);
MenuBuilder.AddMenuEntry(FMainFrameCommands::Get().VisitSearchForAnswersPage);
MenuBuilder.AddMenuEntry(FMainFrameCommands::Get().VisitWiki);
const FText SupportWebSiteLabel = NSLOCTEXT("MainHelpMenu", "VisitUnrealEngineSupportWebSite", "Unreal Engine Support Web Site...");
MenuBuilder.AddMenuSeparator("EpicGamesHelp");
MenuBuilder.AddMenuEntry(FMainFrameCommands::Get().VisitEpicGamesDotCom, "VisitEpicGamesDotCom");
MenuBuilder.AddMenuSeparator("Credits");
MenuBuilder.AddMenuEntry(FMainFrameCommands::Get().CreditsUnrealEd);
}
MenuBuilder.EndSection();
#if !PLATFORM_MAC // Handled by app's menu in menu bar
MenuBuilder.BeginSection("HelpApplication", NSLOCTEXT("MainHelpMenu", "Application", "Application"));
{
const FText AboutWindowTitle = NSLOCTEXT("MainHelpMenu", "AboutUnrealEditor", "About Unreal Editor...");
MenuBuilder.AddMenuEntry(FMainFrameCommands::Get().AboutUnrealEd, "AboutUnrealEd", AboutWindowTitle);
}
MenuBuilder.EndSection();
#endif
}
示例2: BuildTrackContextMenu
void 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);
}
示例3: FillDefaultFileMenuCommands
void FAssetEditorToolkit::FillDefaultFileMenuCommands( FMenuBuilder& MenuBuilder )
{
if( IsActuallyAnAsset() )
{
MenuBuilder.AddMenuEntry( FAssetEditorCommonCommands::Get().SaveAsset, "SaveAsset", TAttribute<FText>(), TAttribute<FText>(), FSlateIcon(FEditorStyle::GetStyleSetName(), "AssetEditor.SaveAsset.Greyscale") );
MenuBuilder.AddMenuSeparator();
}
if( IsWorldCentricAssetEditor() )
{
// @todo toolkit minor: It would be awesome if the user could just "tear off" the SToolkitDisplay to do SwitchToStandaloneEditor
// Would need to probably drop at mouseup location though instead of using saved layout pos.
MenuBuilder.AddMenuEntry( FAssetEditorCommonCommands::Get().SwitchToStandaloneEditor );
}
else
{
if( GetPreviousWorldCentricToolkitHost().IsValid() )
{
// @todo toolkit checkin: Disabled temporarily until we have world-centric "ready to use"!
if( 0 )
{
MenuBuilder.AddMenuEntry( FAssetEditorCommonCommands::Get().SwitchToWorldCentricEditor );
}
}
}
}
示例4: CreateSnappingOptionsMenu
void FGameplayDebugger::CreateSnappingOptionsMenu(FMenuBuilder& Builder)
{
#if !(UE_BUILD_SHIPPING || UE_BUILD_TEST)
if (GCurrentLevelEditingViewportClient && GCurrentLevelEditingViewportClient->EngineShowFlags.DebugAI && GCurrentLevelEditingViewportClient->IsSimulateInEditorViewport())
{
Builder.AddMenuSeparator();
Builder.AddSubMenu(
LOCTEXT("Test_GameplayDebugger_SnappingOptions_Menu", "Gameplay Debugger"),
LOCTEXT("Test_GameplayDebugger_SnappingOptions_Menu_Tooltip", "Quick setting for Gameplay Debugger tool in selected view"),
FNewMenuDelegate::CreateRaw(this, &FGameplayDebugger::CreateSettingSubMenu)
);
}
#endif
}
示例5: GetActions
void 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);
}
示例6: FillRecentFileAndExitMenuItems
static void FillRecentFileAndExitMenuItems( FMenuBuilder& MenuBuilder )
{
MenuBuilder.BeginSection( "FileRecentFiles" );
{
if ( FMainFrameActionCallbacks::ProjectNames.Num() > 0 )
{
MenuBuilder.AddSubMenu(
LOCTEXT("SwitchProjectSubMenu", "Recent Projects"),
LOCTEXT("SwitchProjectSubMenu_ToolTip", "Select a project to switch to"),
FNewMenuDelegate::CreateStatic( &FRecentProjectsMenu::MakeMenu ), false, FSlateIcon(FEditorStyle::GetStyleSetName(), "MainFrame.RecentProjects")
);
}
}
MenuBuilder.EndSection();
MenuBuilder.AddMenuSeparator();
MenuBuilder.AddMenuEntry( FMainFrameCommands::Get().Exit, "Exit" );
}
示例7: FillRecentFileAndExitMenuItems
static void FillRecentFileAndExitMenuItems( FMenuBuilder& MenuBuilder )
{
MenuBuilder.BeginSection("FileRecentFiles");
{
if (GetDefault<UEditorStyleSettings>()->bShowProjectMenus && FMainFrameActionCallbacks::ProjectNames.Num() > 0)
{
MenuBuilder.AddSubMenu(
LOCTEXT("SwitchProjectSubMenu", "Recent Projects"),
LOCTEXT("SwitchProjectSubMenu_ToolTip", "Select a project to switch to"),
FNewMenuDelegate::CreateStatic(&FRecentProjectsMenu::MakeMenu), false, FSlateIcon(FEditorStyle::GetStyleSetName(), "MainFrame.RecentProjects")
);
}
}
MenuBuilder.EndSection();
#if !PLATFORM_MAC // Handled by app's menu in menu bar
MenuBuilder.AddMenuSeparator();
MenuBuilder.AddMenuEntry( FMainFrameCommands::Get().Exit, "Exit" );
#endif
}
示例8: CreateMenuEntry
void FToolBarSeparatorBlock::CreateMenuEntry(FMenuBuilder& MenuBuilder) const
{
MenuBuilder.AddMenuSeparator();
}
示例9: AddSpawnOwnershipMenu
void FSequencerObjectBindingNode::AddSpawnOwnershipMenu(FMenuBuilder& MenuBuilder)
{
FMovieSceneSpawnable* Spawnable = GetSequencer().GetFocusedMovieSceneSequence()->GetMovieScene()->FindSpawnable(ObjectBinding);
if (!Spawnable)
{
return;
}
MenuBuilder.AddMenuEntry(
LOCTEXT("ThisSequence_Label", "This Sequence"),
LOCTEXT("ThisSequence_Tooltip", "Indicates that this sequence will own the spawned object. The object will be destroyed at the end of the sequence."),
FSlateIcon(),
FUIAction(
FExecuteAction::CreateLambda([=]{ Spawnable->SetSpawnOwnership(ESpawnOwnership::InnerSequence); }),
FCanExecuteAction(),
FIsActionChecked::CreateLambda([=]{ return Spawnable->GetSpawnOwnership() == ESpawnOwnership::InnerSequence; })
),
NAME_None,
EUserInterfaceActionType::ToggleButton
);
MenuBuilder.AddMenuEntry(
LOCTEXT("MasterSequence_Label", "Master Sequence"),
LOCTEXT("MasterSequence_Tooltip", "Indicates that the outermost sequence will own the spawned object. The object will be destroyed when the outermost sequence stops playing."),
FSlateIcon(),
FUIAction(
FExecuteAction::CreateLambda([=]{ Spawnable->SetSpawnOwnership(ESpawnOwnership::MasterSequence); }),
FCanExecuteAction(),
FIsActionChecked::CreateLambda([=]{ return Spawnable->GetSpawnOwnership() == ESpawnOwnership::MasterSequence; })
),
NAME_None,
EUserInterfaceActionType::ToggleButton
);
MenuBuilder.AddMenuEntry(
LOCTEXT("External_Label", "External"),
LOCTEXT("External_Tooltip", "Indicates this object's lifetime is managed externally once spawned. It will not be destroyed by sequencer."),
FSlateIcon(),
FUIAction(
FExecuteAction::CreateLambda([=]{ Spawnable->SetSpawnOwnership(ESpawnOwnership::External); }),
FCanExecuteAction(),
FIsActionChecked::CreateLambda([=]{ return Spawnable->GetSpawnOwnership() == ESpawnOwnership::External; })
),
NAME_None,
EUserInterfaceActionType::ToggleButton
);
MenuBuilder.AddMenuSeparator();
MenuBuilder.AddMenuEntry(
LOCTEXT("IgnoreOwnership_Label", "Keep Alive Outside Playback Range (In Sequencer)"),
LOCTEXT("IgnoreOwnership_Tooltip", "Keeps the spawned object alive when viewing this specific sequence outside of its playback range. Does not apply to runtime evaluation."),
FSlateIcon(),
FUIAction(
FExecuteAction::CreateLambda([=]{
Spawnable->SetIgnoreOwnershipInEditor(!Spawnable->ShouldIgnoreOwnershipInEditor());
GetSequencer().SetGlobalTimeDirectly(GetSequencer().GetGlobalTime());
}),
FCanExecuteAction(),
FIsActionChecked::CreateLambda([=]{ return Spawnable->ShouldIgnoreOwnershipInEditor(); })
),
NAME_None,
EUserInterfaceActionType::ToggleButton
);
}