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C++ FMenuBuilder::AddSubMenu方法代码示例

本文整理汇总了C++中FMenuBuilder::AddSubMenu方法的典型用法代码示例。如果您正苦于以下问题:C++ FMenuBuilder::AddSubMenu方法的具体用法?C++ FMenuBuilder::AddSubMenu怎么用?C++ FMenuBuilder::AddSubMenu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FMenuBuilder的用法示例。


在下文中一共展示了FMenuBuilder::AddSubMenu方法的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: GetActions

void FAssetTypeActions_StaticMesh::GetActions( const TArray<UObject*>& InObjects, FMenuBuilder& MenuBuilder )
{
	auto Meshes = GetTypedWeakObjectPtrs<UStaticMesh>(InObjects);

	MenuBuilder.AddMenuEntry(
		NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_Edit", "Edit"),
		NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_EditTooltip", "Opens the selected meshes in the static mesh editor."),
		FSlateIcon(),
		FUIAction(
			FExecuteAction::CreateSP( this, &FAssetTypeActions_StaticMesh::ExecuteEdit, Meshes ),
			FCanExecuteAction()
			)
		);

	MenuBuilder.AddMenuEntry(
		NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_Reimport", "Reimport"),
		NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_ReimportTooltip", "Reimports the selected meshes from file."),
		FSlateIcon(),
		FUIAction(
			FExecuteAction::CreateSP( this, &FAssetTypeActions_StaticMesh::ExecuteReimport, Meshes ),
			FCanExecuteAction()
			)
		);

	MenuBuilder.AddSubMenu(
		NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_ImportLOD", "ImportLOD"),
		NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_ImportLODtooltip", "Imports meshes into the LODs"),
		FNewMenuDelegate::CreateSP( this, &FAssetTypeActions_StaticMesh::GetImportLODMenu, Meshes )
	);

	MenuBuilder.AddMenuEntry(
		NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_FindInExplorer", "Find Source"),
		NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_FindInExplorerTooltip", "Opens explorer at the location of this asset."),
		FSlateIcon(),
		FUIAction(
			FExecuteAction::CreateSP( this, &FAssetTypeActions_StaticMesh::ExecuteFindInExplorer, Meshes ),
			FCanExecuteAction::CreateSP( this, &FAssetTypeActions_StaticMesh::CanExecuteSourceCommands, Meshes )
			)
		);

	MenuBuilder.AddMenuEntry(
		NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_OpenInExternalEditor", "Open Source"),
		NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_OpenInExternalEditorTooltip", "Opens the selected asset in an external editor."),
		FSlateIcon(),
		FUIAction(
			FExecuteAction::CreateSP( this, &FAssetTypeActions_StaticMesh::ExecuteOpenInExternalEditor, Meshes ),
			FCanExecuteAction::CreateSP( this, &FAssetTypeActions_StaticMesh::CanExecuteSourceCommands, Meshes )
			)
		);

	MenuBuilder.AddMenuEntry(
		NSLOCTEXT("AssetTypeActions_StaticMesh", "ObjectContext_CreateDestructibleMesh", "Create Destructible Mesh"),
		NSLOCTEXT("AssetTypeActions_StaticMesh", "ObjectContext_CreateDestructibleMeshTooltip", "Creates a DestructibleMesh from the StaticMesh and opens it in the DestructibleMesh editor."),
		FSlateIcon(),
		FUIAction(
			FExecuteAction::CreateSP( this, &FAssetTypeActions_StaticMesh::ExecuteCreateDestructibleMesh, Meshes ),
			FCanExecuteAction()
			)
		);
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:60,代码来源:AssetTypeActions_StaticMesh.cpp

示例2: GetActions

void FAssetTypeActions_StaticMesh::GetActions( const TArray<UObject*>& InObjects, FMenuBuilder& MenuBuilder )
{
	auto Meshes = GetTypedWeakObjectPtrs<UStaticMesh>(InObjects);

	if (CVarEnableSaveGeneratedLODsInPackage.GetValueOnGameThread() != 0)
	{
		MenuBuilder.AddMenuEntry(
			NSLOCTEXT("AssetTypeActions_StaticMesh", "ObjectContext_SaveGeneratedLODsInPackage", "Save Generated LODs"),
			NSLOCTEXT("AssetTypeActions_StaticMesh", "ObjectContext_SaveGeneratedLODsInPackageTooltip", "Run the mesh reduce and save the generated LODs as part of the package."),
			FSlateIcon(),
			FUIAction(
				FExecuteAction::CreateSP(this, &FAssetTypeActions_StaticMesh::ExecuteSaveGeneratedLODsInPackage, Meshes),
				FCanExecuteAction()
				)
			);
	}

	MenuBuilder.AddMenuEntry(
		NSLOCTEXT("AssetTypeActions_StaticMesh", "ObjectContext_CreateDestructibleMesh", "Create Destructible Mesh"),
		NSLOCTEXT("AssetTypeActions_StaticMesh", "ObjectContext_CreateDestructibleMeshTooltip", "Creates a DestructibleMesh from the StaticMesh and opens it in the DestructibleMesh editor."),
		FSlateIcon(FEditorStyle::GetStyleSetName(), "ClassIcon.DestructibleComponent"),
		FUIAction(
			FExecuteAction::CreateSP( this, &FAssetTypeActions_StaticMesh::ExecuteCreateDestructibleMesh, Meshes ),
			FCanExecuteAction()
			)
		);

	MenuBuilder.AddSubMenu(
		NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_ImportLOD", "Import LOD"),
		NSLOCTEXT("AssetTypeActions_StaticMesh", "StaticMesh_ImportLODtooltip", "Imports meshes into the LODs"),
		FNewMenuDelegate::CreateSP( this, &FAssetTypeActions_StaticMesh::GetImportLODMenu, Meshes )
	);
}
开发者ID:PickUpSU,项目名称:UnrealEngine4,代码行数:33,代码来源:AssetTypeActions_StaticMesh.cpp

示例3: FillWindowMenu

void FMainMenu::FillWindowMenu( FMenuBuilder& MenuBuilder, const TSharedRef< FExtender > Extender, const TSharedPtr<FTabManager> TabManager )
{
	MenuBuilder.BeginSection("WindowLocalTabSpawners");
	{
		// Automatically populate tab spawners from TabManager
		if (TabManager.IsValid())
		{
			const IWorkspaceMenuStructure& MenuStructure = WorkspaceMenu::GetMenuStructure();
			TabManager->PopulateTabSpawnerMenu(MenuBuilder, MenuStructure.GetStructureRoot());
		}
	}
	MenuBuilder.EndSection();

	MenuBuilder.BeginSection("WindowGlobalTabSpawners");
	{
		//@todo The tab system needs to be able to be extendable by plugins [9/3/2013 Justin.Sargent]
		if (IModularFeatures::Get().IsModularFeatureAvailable(EditorFeatures::PluginsEditor ) )
		{
			FGlobalTabmanager::Get()->PopulateTabSpawnerMenu(MenuBuilder, "PluginsEditor");
		}
	}
	MenuBuilder.EndSection();

	MenuBuilder.BeginSection("UnrealFrontendTabs", NSLOCTEXT("MainAppMenu", "UnrealFrontendHeader", "Unreal Frontend"));
	{
		FGlobalTabmanager::Get()->PopulateTabSpawnerMenu(MenuBuilder, "DeviceManager");

		if (GetDefault<UEditorExperimentalSettings>()->bMessagingDebugger)
		{
			if (IModularFeatures::Get().IsModularFeatureAvailable("MessagingDebugger"))
			{
				FGlobalTabmanager::Get()->PopulateTabSpawnerMenu(MenuBuilder, "MessagingDebugger");
			}
		}

		FGlobalTabmanager::Get()->PopulateTabSpawnerMenu(MenuBuilder, "SessionFrontend");

		if (GetDefault<UEditorExperimentalSettings>()->bGameLauncher)
		{
			FGlobalTabmanager::Get()->PopulateTabSpawnerMenu(MenuBuilder, "SessionLauncher");
		}

		if (FParse::Param(FCommandLine::Get(), TEXT("TranslationTools")))
		{
			MenuBuilder.AddSubMenu(
				LOCTEXT("TranslationEditorSubMenuLabel", "TranslationEditor"),
				LOCTEXT("EditorPreferencesSubMenuToolTip", "Open the Translation Editor for a Given Project and Language"),
				FNewMenuDelegate::CreateStatic(&FMainFrameTranslationEditorMenu::MakeMainFrameTranslationEditorSubMenu)
			);
		}
	}
	MenuBuilder.EndSection();

	MenuBuilder.BeginSection("WindowLayout", NSLOCTEXT("MainAppMenu", "LayoutManagementHeader", "Layout"));
	{
		MenuBuilder.AddMenuEntry(FMainFrameCommands::Get().SaveLayout);
		MenuBuilder.AddMenuEntry(FMainFrameCommands::Get().ToggleFullscreen);
	}
	MenuBuilder.EndSection();
}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:60,代码来源:MainMenu.cpp

示例4: FillProjectMenuItems

		static void FillProjectMenuItems( FMenuBuilder& MenuBuilder )
		{
			MenuBuilder.BeginSection( "FileProject", LOCTEXT("ProjectHeading", "Project") );
			{
				MenuBuilder.AddMenuEntry( FMainFrameCommands::Get().NewProject );
				MenuBuilder.AddMenuEntry( FMainFrameCommands::Get().OpenProject );

				const bool bUseShortIDEName = true;
				FText ShortIDEName = FSourceCodeNavigation::GetSuggestedSourceCodeIDE(bUseShortIDEName);

				MenuBuilder.AddMenuEntry( FMainFrameCommands::Get().AddCodeToProject,
					NAME_None,
					TAttribute<FText>(),
					FText::Format(LOCTEXT("AddCodeToProjectTooltip", "Adds C++ code to the project. The code can only be compiled if you have {0} installed."), ShortIDEName)
				);

				MenuBuilder.AddSubMenu(
					LOCTEXT("PackageProjectSubMenuLabel", "Package Project"),
					LOCTEXT("PackageProjectSubMenuToolTip", "Compile, cook and package your project and its content for distribution"),
					FNewMenuDelegate::CreateStatic( &FPackageProjectMenu::MakeMenu ), false, FSlateIcon(FEditorStyle::GetStyleSetName(), "MainFrame.PackageProject")
				);

				if (FPaths::FileExists(FModuleManager::Get().GetSolutionFilepath()))
				{
					MenuBuilder.AddMenuEntry( FMainFrameCommands::Get().RefreshCodeProject,
						NAME_None,
						FText::Format(LOCTEXT("RefreshCodeProjectLabel", "Refresh {0} Project"), ShortIDEName),
						FText::Format(LOCTEXT("RefreshCodeProjectTooltip", "Refreshes your C++ code project in {0}."), ShortIDEName)
					);

					MenuBuilder.AddMenuEntry( FMainFrameCommands::Get().OpenIDE,
						NAME_None,
						FText::Format(LOCTEXT("OpenIDELabel", "Open {0}"), ShortIDEName),
						FText::Format(LOCTEXT("OpenIDETooltip", "Opens your C++ code in {0}."), ShortIDEName)
					);
				}

				// @hack GDC: this should be moved somewhere else and be less hacky
				ITargetPlatform* RunningTargetPlatform = GetTargetPlatformManager()->GetRunningTargetPlatform();

				if (RunningTargetPlatform != nullptr)
				{
					FString CookedPlatformName = RunningTargetPlatform->PlatformName() + TEXT("NoEditor");
					FText CookedPlatformText = FText::FromString(RunningTargetPlatform->PlatformName());

					FUIAction Action(
						FExecuteAction::CreateStatic(&FMainFrameActionCallbacks::CookContent, CookedPlatformName, CookedPlatformText),
						FCanExecuteAction::CreateStatic(&FMainFrameActionCallbacks::CookContentCanExecute, CookedPlatformName)
					);

					MenuBuilder.AddMenuEntry(
						FText::Format(LOCTEXT("CookContentForPlatform", "Cook Content for {0}"), CookedPlatformText),
						FText::Format(LOCTEXT("CookContentForPlatformTooltip", "Cook your game content for debugging on the {0} platform"), CookedPlatformText),
						FSlateIcon(),
						Action
					);
				}
			}
			MenuBuilder.EndSection();
		}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:60,代码来源:MainMenu.cpp

示例5: FillTransformMenu

void FLevelEditorContextMenuImpl::FillTransformMenu( FMenuBuilder& MenuBuilder )
{
	if ( FLevelEditorActionCallbacks::ActorSelected_CanExecute() )
	{
		MenuBuilder.BeginSection("TransformSnapAlign");
		{
			MenuBuilder.AddSubMenu( 
				LOCTEXT("SnapAlignSubMenu", "Snap/Align"), 
				LOCTEXT("SnapAlignSubMenu_ToolTip", "Actor snap/align utils"),
				FNewMenuDelegate::CreateStatic( &FLevelEditorContextMenuImpl::FillSnapAlignMenu ) );
		}
		MenuBuilder.EndSection();

		MenuBuilder.BeginSection("DeltaTransformToActors");
		{
			MenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().DeltaTransformToActors );
		}
		MenuBuilder.EndSection();
	}

	MenuBuilder.BeginSection("MirrorLock");
	{
		MenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().MirrorActorX );
		MenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().MirrorActorY );
		MenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().MirrorActorZ );
		MenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().LockActorMovement );
	}
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:28,代码来源:LevelEditorContextMenu.cpp

示例6: BuildSectionContextMenu

void FThumbnailSection::BuildSectionContextMenu(FMenuBuilder& MenuBuilder, const FGuid& ObjectBinding)
{
	MenuBuilder.BeginSection(NAME_None, LOCTEXT("ViewMenuText", "View"));
	{
		MenuBuilder.AddSubMenu(
			LOCTEXT("ThumbnailsMenu", "Thumbnails"),
			FText(),
			FNewMenuDelegate::CreateLambda([=](FMenuBuilder& InMenuBuilder){

				TSharedPtr<ISequencer> Sequencer = SequencerPtr.Pin();

				FText CurrentTime = FText::FromString(Sequencer->GetZeroPadNumericTypeInterface()->ToString(Sequencer->GetGlobalTime()));

				InMenuBuilder.BeginSection(NAME_None, LOCTEXT("ThisSectionText", "This Section"));
				{
					InMenuBuilder.AddMenuEntry(
						LOCTEXT("RefreshText", "Refresh"),
						LOCTEXT("RefreshTooltip", "Refresh this section's thumbnails"),
						FSlateIcon(),
						FUIAction(FExecuteAction::CreateRaw(this, &FThumbnailSection::RedrawThumbnails))
					);
					InMenuBuilder.AddMenuEntry(
						FText::Format(LOCTEXT("SetSingleTime", "Set Thumbnail Time To {0}"), CurrentTime),
						LOCTEXT("SetSingleTimeTooltip", "Defines the time at which this section should draw its single thumbnail to the current cursor position"),
						FSlateIcon(),
						FUIAction(
							FExecuteAction::CreateLambda([=]{
								SetSingleTime(Sequencer->GetGlobalTime());
								GetMutableDefault<UMovieSceneUserThumbnailSettings>()->bDrawSingleThumbnails = true;
								GetMutableDefault<UMovieSceneUserThumbnailSettings>()->SaveConfig();
							})
						)
					);
				}
				InMenuBuilder.EndSection();

				InMenuBuilder.BeginSection(NAME_None, LOCTEXT("GlobalSettingsText", "Global Settings"));
				{
					InMenuBuilder.AddMenuEntry(
						LOCTEXT("RefreshAllText", "Refresh All"),
						LOCTEXT("RefreshAllTooltip", "Refresh all sections' thumbnails"),
						FSlateIcon(),
						FUIAction(FExecuteAction::CreateLambda([]{
							GetDefault<UMovieSceneUserThumbnailSettings>()->BroadcastRedrawThumbnails();
						}))
					);

					FPropertyEditorModule& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");

					FDetailsViewArgs Args(false, false, false, FDetailsViewArgs::HideNameArea);
					TSharedRef<IDetailsView> DetailView = PropertyModule.CreateDetailView(Args);
					DetailView->SetObject(GetMutableDefault<UMovieSceneUserThumbnailSettings>());
					InMenuBuilder.AddWidget(DetailView, FText(), true);
				}
				InMenuBuilder.EndSection();
			})
		);
	}
	MenuBuilder.EndSection();
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:60,代码来源:ThumbnailSection.cpp

示例7: ConstructLandscapeViewportMenu

	static void ConstructLandscapeViewportMenu(FMenuBuilder& MenuBuilder)
	{
		struct Local
		{
			static void BuildLandscapeVisualizersMenu(FMenuBuilder& InMenuBuilder)
			{
				const FLandscapeEditorCommands& LandscapeActions = FLandscapeEditorCommands::Get();

				InMenuBuilder.BeginSection("LandscapeVisualizers", LOCTEXT("LandscapeHeader", "Landscape Visualizers"));
				{
					InMenuBuilder.AddMenuEntry(LandscapeActions.ViewModeNormal, NAME_None, LOCTEXT("LandscapeViewModeNormal", "Normal"));
					InMenuBuilder.AddMenuEntry(LandscapeActions.ViewModeLOD, NAME_None, LOCTEXT("LandscapeViewModeLOD", "LOD"));
					InMenuBuilder.AddMenuEntry(LandscapeActions.ViewModeLayerDensity, NAME_None, LOCTEXT("LandscapeViewModeLayerDensity", "Layer Density"));
					if (GLevelEditorModeTools().IsModeActive(FBuiltinEditorModes::EM_Landscape))
					{
						InMenuBuilder.AddMenuEntry(LandscapeActions.ViewModeLayerUsage, NAME_None, LOCTEXT("LandscapeViewModeLayerUsage", "Layer Usage"));
						InMenuBuilder.AddMenuEntry(LandscapeActions.ViewModeLayerDebug, NAME_None, LOCTEXT("LandscapeViewModeLayerDebug", "Layer Debug"));
					}
					InMenuBuilder.AddMenuEntry(LandscapeActions.ViewModeWireframeOnTop, NAME_None, LOCTEXT("LandscapeViewModeWireframeOnTop", "Wireframe on Top"));
				}
				InMenuBuilder.EndSection();
			}
		};
		MenuBuilder.AddSubMenu(LOCTEXT("LandscapeSubMenu", "Visualizers"), LOCTEXT("LandscapeSubMenu_ToolTip", "Select a Landscape visualiser"), FNewMenuDelegate::CreateStatic(&Local::BuildLandscapeVisualizersMenu));
	}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:25,代码来源:LandscapeEditorModule.cpp

示例8: BuildGroupMenu

void FLevelEditorContextMenu::BuildGroupMenu( FMenuBuilder& MenuBuilder, const FSelectedActorInfo& SelectedActorInfo )
{
	if( GEditor->bGroupingActive )
	{
		// Whether or not we added a grouping sub-menu
		bool bNeedGroupSubMenu = SelectedActorInfo.bHaveSelectedLockedGroup || SelectedActorInfo.bHaveSelectedUnlockedGroup;

		// Grouping based on selection (must have selected at least two actors)
		if( SelectedActorInfo.NumSelected > 1 )
		{
			if( !SelectedActorInfo.bHaveSelectedLockedGroup && !SelectedActorInfo.bHaveSelectedUnlockedGroup )
			{
				// Only one menu entry needed so dont use a sub-menu
				MenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().RegroupActors, NAME_None, FLevelEditorCommands::Get().GroupActors->GetLabel(), FLevelEditorCommands::Get().GroupActors->GetDescription() );
			}
			else
			{
				// Put everything into a sub-menu
				bNeedGroupSubMenu = true;
			}
		}
		
		if( bNeedGroupSubMenu )
		{
			MenuBuilder.AddSubMenu( 
				LOCTEXT("GroupMenu", "Groups"),
				LOCTEXT("GroupMenu_ToolTip", "Opens the actor grouping menu"),
				FNewMenuDelegate::CreateStatic( &FLevelEditorContextMenuImpl::FillGroupMenu ) );
		}
	}
}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:31,代码来源:LevelEditorContextMenu.cpp

示例9: BuildSectionContextMenu

void FCinematicShotSection::BuildSectionContextMenu(FMenuBuilder& MenuBuilder, const FGuid& ObjectBinding)
{
	FThumbnailSection::BuildSectionContextMenu(MenuBuilder, ObjectBinding);

	MenuBuilder.BeginSection(NAME_None, LOCTEXT("ShotMenuText", "Shot"));
	{
		if (SequenceInstance.IsValid())
		{
			MenuBuilder.AddSubMenu(
				LOCTEXT("TakesMenu", "Takes"),
				LOCTEXT("TakesMenuTooltip", "Shot takes"),
				FNewMenuDelegate::CreateLambda([=](FMenuBuilder& InMenuBuilder){ AddTakesMenu(InMenuBuilder); }));

			MenuBuilder.AddMenuEntry(
				LOCTEXT("NewTake", "New Take"),
				FText::Format(LOCTEXT("NewTakeTooltip", "Create a new take for {0}"), SectionObject.GetShotDisplayName()),
				FSlateIcon(),
				FUIAction(FExecuteAction::CreateSP(CinematicShotTrackEditor.Pin().ToSharedRef(), &FCinematicShotTrackEditor::NewTake, &SectionObject))
			);
		}

		MenuBuilder.AddMenuEntry(
			LOCTEXT("InsertNewShot", "Insert Shot"),
			FText::Format(LOCTEXT("InsertNewShotTooltip", "Insert a new shot after {0}"), SectionObject.GetShotDisplayName()),
			FSlateIcon(),
			FUIAction(FExecuteAction::CreateSP(CinematicShotTrackEditor.Pin().ToSharedRef(), &FCinematicShotTrackEditor::InsertShot, &SectionObject))
		);

		if (SequenceInstance.IsValid())
		{
			MenuBuilder.AddMenuEntry(
				LOCTEXT("DuplicateShot", "Duplicate Shot"),
				FText::Format(LOCTEXT("DuplicateShotTooltip", "Duplicate {0} to create a new shot"), SectionObject.GetShotDisplayName()),
				FSlateIcon(),
				FUIAction(FExecuteAction::CreateSP(CinematicShotTrackEditor.Pin().ToSharedRef(), &FCinematicShotTrackEditor::DuplicateShot, &SectionObject))
			);

			MenuBuilder.AddMenuEntry(
				LOCTEXT("RenderShot", "Render Shot"),
				FText::Format(LOCTEXT("RenderShotTooltip", "Render shot movie"), SectionObject.GetShotDisplayName()),
				FSlateIcon(),
				FUIAction(FExecuteAction::CreateSP(CinematicShotTrackEditor.Pin().ToSharedRef(), &FCinematicShotTrackEditor::RenderShot, &SectionObject))
			);

			/*
			//@todo
			MenuBuilder.AddMenuEntry(
				LOCTEXT("RenameShot", "Rename Shot"),
				FText::Format(LOCTEXT("RenameShotTooltip", "Rename {0}"), SectionObject.GetShotDisplayName()),
				FSlateIcon(),
				FUIAction(FExecuteAction::CreateSP(CinematicShotTrackEditor.Pin().ToSharedRef(), &FCinematicShotTrackEditor::RenameShot, &SectionObject))
			);
			*/
		}
	}
	MenuBuilder.EndSection();
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:57,代码来源:CinematicShotSection.cpp

示例10: CreateSpriteActionsSubMenu

	static void CreateSpriteActionsSubMenu(FMenuBuilder& MenuBuilder, TArray<FAssetData> SelectedAssets)
	{
		MenuBuilder.AddSubMenu(
			LOCTEXT("SpriteActionsSubMenuLabel", "Sprite Actions"),
			LOCTEXT("SpriteActionsSubMenuToolTip", "Sprite-related actions for this texture."),
			FNewMenuDelegate::CreateStatic(&FPaperContentBrowserExtensions_Impl::PopulateSpriteActionsMenu, SelectedAssets),
			false,
			FSlateIcon(FEditorStyle::GetStyleSetName(), "ClassIcon.PaperSprite")
		);
	}
开发者ID:JustDo1989,项目名称:UnrealEngine4.11-HairWorks,代码行数:10,代码来源:ContentBrowserExtensions.cpp

示例11: LOCTEXT

void F3DAttachTrackEditor::BuildObjectBindingTrackMenu(FMenuBuilder& MenuBuilder, const FGuid& ObjectBinding, const UClass* ObjectClass)
{
	if (ObjectClass->IsChildOf(AActor::StaticClass()))
	{
		UMovieSceneSection* DummySection = nullptr;

		MenuBuilder.AddSubMenu(
			LOCTEXT("AddAttach", "Attach"), LOCTEXT("AddAttachTooltip", "Adds an attach track."),
			FNewMenuDelegate::CreateRaw(this, &FActorPickerTrackEditor::ShowActorSubMenu, ObjectBinding, DummySection));
	}
}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:11,代码来源:AttachTrackEditor.cpp

示例12: CreateLODGroupActionsSubMenu

	static void CreateLODGroupActionsSubMenu(FMenuBuilder& MenuBuilder, TArray<FAssetData> SelectedAssets)
	{
		MenuBuilder.BeginSection("Simplygon", LOCTEXT("SimplygonHeading", "Simplygon"));
		{
			MenuBuilder.AddSubMenu(
				LOCTEXT("LODGroupSubMenu", "Assign LOD Group"),
				LOCTEXT("LODGroupSubMenu_ToolTip", "Assign LODGroup to selection"),
				FNewMenuDelegate::CreateStatic(&PopulateLODGroupMenu, SelectedAssets),
				false,
				FSlateIcon(FEditorStyle::GetStyleSetName(), "SimplygonIcon.TabIcon"));
		}

		MenuBuilder.EndSection();
	}
开发者ID:ErwinT6,项目名称:T6Engine,代码行数:14,代码来源:SimplygonContentBrowserExtensions.cpp

示例13: 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
}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:14,代码来源:GameplayDebugger.cpp

示例14: MakeLightingInfoMenu

		/** Generates a lighting info dialogs sub-menu */
		static void MakeLightingInfoMenu( FMenuBuilder& InMenuBuilder )
		{
			InMenuBuilder.BeginSection("LevelEditorBuildLightingInfo", LOCTEXT( "LightingInfoHeading", "Lighting Info Dialogs" ) );
			{
				InMenuBuilder.AddSubMenu(
					LOCTEXT( "LightingToolsSubMenu", "Lighting Tools" ),
					LOCTEXT( "LightingToolsSubMenu_ToolTip", "Shows the Lighting Tools options." ),
					FNewMenuDelegate::CreateStatic( &FLightingMenus::MakeLightingToolsMenu ) );
					
				InMenuBuilder.AddSubMenu(
					LOCTEXT( "LightingDensityRenderingSubMenu", "LightMap Density Rendering Options" ),
					LOCTEXT( "LightingDensityRenderingSubMenu_ToolTip", "Shows the LightMap Density Rendering viewmode options." ),
					FNewMenuDelegate::CreateStatic( &FLightingMenus::MakeLightingDensityMenu ) );

				InMenuBuilder.AddSubMenu(
					LOCTEXT( "LightingResolutionAdjustmentSubMenu", "LightMap Resolution Adjustment" ),
					LOCTEXT( "LightingResolutionAdjustmentSubMenu_ToolTip", "Shows the LightMap Resolution Adjustment options." ),
					FNewMenuDelegate::CreateStatic( &FLightingMenus::MakeLightingResolutionMenu ) );

				InMenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().LightingStaticMeshInfo, NAME_None, LOCTEXT( "BuildLightingInfo_LightingStaticMeshInfo", "Lighting StaticMesh Info..." ) );
			}
			InMenuBuilder.EndSection();
		}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:24,代码来源:LevelEditorToolBar.cpp

示例15: 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" );
		}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:18,代码来源:MainMenu.cpp


注:本文中的FMenuBuilder::AddSubMenu方法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。