本文整理汇总了C++中FMenuBuilder::EndSection方法的典型用法代码示例。如果您正苦于以下问题:C++ FMenuBuilder::EndSection方法的具体用法?C++ FMenuBuilder::EndSection怎么用?C++ FMenuBuilder::EndSection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::EndSection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: MakeSetColorSubMenu
void FPathContextMenu::MakeSetColorSubMenu(FMenuBuilder& MenuBuilder)
{
// New Color
MenuBuilder.AddMenuEntry(
LOCTEXT("NewColor", "New Color"),
LOCTEXT("NewColorTooltip", "Changes the color this folder should appear as."),
FSlateIcon(),
FUIAction( FExecuteAction::CreateSP( this, &FPathContextMenu::ExecutePickColor ) )
);
// Clear Color (only required if any of the selection has one)
if ( SelectedHasCustomColors() )
{
MenuBuilder.AddMenuEntry(
LOCTEXT("ClearColor", "Clear Color"),
LOCTEXT("ClearColorTooltip", "Resets the color this folder appears as."),
FSlateIcon(),
FUIAction( FExecuteAction::CreateSP( this, &FPathContextMenu::ExecuteResetColor ) )
);
}
// Add all the custom colors the user has chosen so far
TArray< FLinearColor > CustomColors;
if ( ContentBrowserUtils::HasCustomColors( &CustomColors ) )
{
MenuBuilder.BeginSection("PathContextCustomColors", LOCTEXT("CustomColorsExistingColors", "Existing Colors") );
{
for ( int32 ColorIndex = 0; ColorIndex < CustomColors.Num(); ColorIndex++ )
{
const FLinearColor& Color = CustomColors[ ColorIndex ];
MenuBuilder.AddWidget(
SNew(SHorizontalBox)
+SHorizontalBox::Slot()
.AutoWidth()
.Padding(2, 0, 0, 0)
[
SNew(SButton)
.ButtonStyle( FEditorStyle::Get(), "Menu.Button" )
.OnClicked( this, &FPathContextMenu::OnColorClicked, Color )
[
SNew(SColorBlock)
.Color( Color )
.Size( FVector2D(77,16) )
]
],
LOCTEXT("CustomColor", ""),
/*bNoIndent=*/true
);
}
}
MenuBuilder.EndSection();
}
}
示例2: MakePostInfinityExtrapSubMenu
static void MakePostInfinityExtrapSubMenu(FMenuBuilder& MenuBuilder)
{
MenuBuilder.BeginSection( "Post-Infinity Extrapolation", LOCTEXT( "CurveEditorMenuPostInfinityExtrapHeader", "Extrapolation" ) );
{
MenuBuilder.AddMenuEntry( FRichCurveEditorCommands::Get().SetPostInfinityExtrapCycle);
MenuBuilder.AddMenuEntry( FRichCurveEditorCommands::Get().SetPostInfinityExtrapCycleWithOffset);
MenuBuilder.AddMenuEntry( FRichCurveEditorCommands::Get().SetPostInfinityExtrapOscillate);
MenuBuilder.AddMenuEntry( FRichCurveEditorCommands::Get().SetPostInfinityExtrapLinear);
MenuBuilder.AddMenuEntry( FRichCurveEditorCommands::Get().SetPostInfinityExtrapConstant);
}
MenuBuilder.EndSection();
}
示例3: MakeLightingToolsMenu
/** Generates a lighting tools sub-menu */
static void MakeLightingToolsMenu( FMenuBuilder& InMenuBuilder )
{
InMenuBuilder.BeginSection("LevelEditorBuildLightingTools", LOCTEXT( "LightingToolsHeading", "Light Environments" ) );
{
InMenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().LightingTools_ShowBounds );
InMenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().LightingTools_ShowTraces );
InMenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().LightingTools_ShowDirectOnly );
InMenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().LightingTools_ShowIndirectOnly );
InMenuBuilder.AddMenuEntry( FLevelEditorCommands::Get().LightingTools_ShowIndirectSamples );
}
InMenuBuilder.EndSection();
}
示例4: BuildViewOptionsMenu
static void BuildViewOptionsMenu(FMenuBuilder& Menu)
{
Menu.BeginSection("CascadeViewOverlays", NSLOCTEXT("Cascade", "ViewOptionsHeader", "View Overlays"));
{
Menu.AddMenuEntry(FCascadeCommands::Get().View_ParticleCounts);
Menu.AddMenuEntry(FCascadeCommands::Get().View_ParticleEventCounts);
Menu.AddMenuEntry(FCascadeCommands::Get().View_ParticleTimes);
Menu.AddMenuEntry(FCascadeCommands::Get().View_ParticleMemory);
Menu.AddMenuEntry(FCascadeCommands::Get().View_SystemCompleted);
}
Menu.EndSection();
}
示例5: BuildAnimSpeedOptionsMenu
static void BuildAnimSpeedOptionsMenu(FMenuBuilder& Menu)
{
Menu.BeginSection("CascadeAnimSpeed", NSLOCTEXT("Cascade", "AnimSpeedHeader", "AnimSpeed"));
{
Menu.AddMenuEntry(FCascadeCommands::Get().AnimSpeed_100);
Menu.AddMenuEntry(FCascadeCommands::Get().AnimSpeed_50);
Menu.AddMenuEntry(FCascadeCommands::Get().AnimSpeed_25);
Menu.AddMenuEntry(FCascadeCommands::Get().AnimSpeed_10);
Menu.AddMenuEntry(FCascadeCommands::Get().AnimSpeed_1);
}
Menu.EndSection();
}
示例6: MakeSaveDynamicCollectionSubMenu
void FCollectionContextMenu::MakeSaveDynamicCollectionSubMenu(FMenuBuilder& MenuBuilder, FText InSearchQuery)
{
auto OnCollectionCreated = FCollectionItem::FCollectionCreatedEvent::CreateSP(this, &FCollectionContextMenu::ExecuteSaveDynamicCollection, InSearchQuery);
// Create new root level collection
MakeNewCollectionSubMenu(MenuBuilder, ECollectionStorageMode::Dynamic, SCollectionView::FCreateCollectionPayload(OnCollectionCreated));
FCollectionManagerModule& CollectionManagerModule = FCollectionManagerModule::GetModule();
TArray<FCollectionNameType> AvailableCollections;
CollectionManagerModule.Get().GetCollections(AvailableCollections);
AvailableCollections.Sort([](const FCollectionNameType& One, const FCollectionNameType& Two) -> bool
{
return One.Name < Two.Name;
});
if (AvailableCollections.Num() > 0)
{
MenuBuilder.BeginSection("CollectionReplaceCollection", LOCTEXT("OverwriteDynamicCollectionMenuHeading", "Overwrite Dynamic Collection"));
for (const FCollectionNameType& AvailableCollection : AvailableCollections)
{
// Never display system collections
if (AvailableCollection.Type == ECollectionShareType::CST_System)
{
continue;
}
// Can only overwrite dynamic collections
ECollectionStorageMode::Type StorageMode = ECollectionStorageMode::Static;
CollectionManagerModule.Get().GetCollectionStorageMode(AvailableCollection.Name, AvailableCollection.Type, StorageMode);
if (StorageMode != ECollectionStorageMode::Dynamic)
{
continue;
}
MenuBuilder.AddMenuEntry(
FText::FromName(AvailableCollection.Name),
FText::Format(LOCTEXT("SaveDynamicCollection_OverwriteExistingCollectionToolTip", "Overwrite '{0}' with the current search query"), FText::FromName(AvailableCollection.Name)),
FSlateIcon(FEditorStyle::GetStyleSetName(), ECollectionShareType::GetIconStyleName(AvailableCollection.Type)),
FUIAction(
FExecuteAction::CreateSP( this, &FCollectionContextMenu::ExecuteSaveDynamicCollection, AvailableCollection, InSearchQuery ),
FCanExecuteAction::CreateSP( this, &FCollectionContextMenu::CanExecuteSaveDynamicCollection, AvailableCollection )
)
);
}
MenuBuilder.EndSection();
}
}
示例7: 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();
}
示例8: ExtendMenu
static void ExtendMenu( FMenuBuilder& MenuBuilder )
{
// one extra entry when summoning the menu this way
MenuBuilder.BeginSection("ActorPreview", LOCTEXT("PreviewHeading", "Preview") );
{
// Note: not using a command for play from here since it requires a mouse click
FUIAction PlayFromHereAction(
FExecuteAction::CreateStatic( &FPlayWorldCommandCallbacks::StartPlayFromHere ) );
const FText PlayFromHereLabel = GEditor->OnlyLoadEditorVisibleLevelsInPIE() ? LOCTEXT("PlayFromHereVisible", "Play From Here (visible levels)") : LOCTEXT("PlayFromHere", "Play From Here");
MenuBuilder.AddMenuEntry( PlayFromHereLabel, LOCTEXT("PlayFromHere_ToolTip", "Starts a game preview from the clicked location"),FSlateIcon(), PlayFromHereAction );
}
MenuBuilder.EndSection();
}
示例9: GenerateContextMenuEntries
//------------------------------------------------------------------------------
void SBlueprintFavoritesPalette::GenerateContextMenuEntries(FMenuBuilder& MenuBuilder) const
{
FBlueprintFavoritesPaletteCommands const& PaletteCommands = FBlueprintFavoritesPaletteCommands::Get();
MenuBuilder.BeginSection("FavoritedItem");
{
TSharedPtr<FEdGraphSchemaAction> SelectedAction = GetSelectedAction();
// if we have a specific action selected
if (SelectedAction.IsValid())
{
MenuBuilder.AddMenuEntry(PaletteCommands.RemoveSingleFavorite);
}
// if we have a category selected
{
FString CategoryName = GraphActionMenu->GetSelectedCategoryName();
// make sure it is an actual category and isn't the root (assume there's only one category with that name)
if (!CategoryName.IsEmpty() && (CategoryName != SBlueprintFavoritesPaletteUtils::FavoritesCategoryName))
{
MenuBuilder.AddMenuEntry(PaletteCommands.RemoveSubFavorites);
}
}
}
MenuBuilder.EndSection();
MenuBuilder.BeginSection("FavoritesList");
{
SBlueprintSubPalette::GenerateContextMenuEntries(MenuBuilder);
MenuBuilder.AddSubMenu(
LOCTEXT("LoadProfile", "Load Profile"),
LOCTEXT("LoadProfileTooltip", "Replace your current favorites with ones from a pre-defined profile."),
FNewMenuDelegate::CreateStatic(&SBlueprintFavoritesPaletteUtils::BuildProfilesSubMenu)
);
MenuBuilder.AddMenuEntry(PaletteCommands.ClearFavorites);
}
MenuBuilder.EndSection();
}
示例10: FillFileMenu
void SVisualLogger::FillFileMenu(FMenuBuilder& MenuBuilder, const TSharedPtr<FTabManager> InTabManager)
{
MenuBuilder.BeginSection("LogFile", LOCTEXT("FileMenu", "Log File"));
{
MenuBuilder.AddMenuEntry(FVisualLoggerCommands::Get().LoadFromVLog);
MenuBuilder.AddMenuEntry(FVisualLoggerCommands::Get().SaveToVLog);
}
MenuBuilder.EndSection();
MenuBuilder.BeginSection("LogFilters", LOCTEXT("FIlterMenu", "Log Filters"));
{
MenuBuilder.AddSubMenu(
LOCTEXT("LoadPreset", "Load Preset"), LOCTEXT("LoadPresetTooltip", "Load filter's preset"),
FNewMenuDelegate::CreateRaw(this, &SVisualLogger::FillLoadPresetMenu));
MenuBuilder.AddMenuEntry(
LOCTEXT("SavePreset", "Save Preset"), LOCTEXT("SavePresetTooltip", "Save filter's setting as preset"),
FSlateIcon(), FUIAction(
FExecuteAction::CreateLambda(
[this](){
}
)));
}
MenuBuilder.EndSection();
}
示例11: 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.EndSection();
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();
}
示例12: BuildLandscapeVisualizersMenu
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.ViewModeLayerDebug, NAME_None, LOCTEXT("LandscapeViewModeLayerDebug", "Layer Debug"));
}
InMenuBuilder.AddMenuEntry(LandscapeActions.ViewModeWireframeOnTop, NAME_None, LOCTEXT("LandscapeViewModeWireframeOnTop", "Wireframe on Top"));
}
InMenuBuilder.EndSection();
}
示例13: MakeCollectionShareTypeSubMenu
void FCollectionContextMenu::MakeCollectionShareTypeSubMenu(FMenuBuilder& MenuBuilder)
{
MenuBuilder.BeginSection("CollectionShareType", LOCTEXT("CollectionShareTypeMenuHeading", "Collection Share Type"));
{
MenuBuilder.AddMenuEntry(
ECollectionShareType::ToText( ECollectionShareType::CST_Shared ),
ECollectionShareType::GetDescription( ECollectionShareType::CST_Shared ),
FSlateIcon( FEditorStyle::GetStyleSetName(), ECollectionShareType::GetIconStyleName( ECollectionShareType::CST_Shared ) ),
FUIAction(
FExecuteAction::CreateSP( this, &FCollectionContextMenu::ExecuteSetCollectionShareType, ECollectionShareType::CST_Shared ),
FCanExecuteAction::CreateSP( this, &FCollectionContextMenu::CanExecuteSetCollectionShareType, ECollectionShareType::CST_Shared ),
FIsActionChecked::CreateSP( this, &FCollectionContextMenu::IsSetCollectionShareTypeChecked, ECollectionShareType::CST_Shared )
),
NAME_None,
EUserInterfaceActionType::Check
);
MenuBuilder.AddMenuEntry(
ECollectionShareType::ToText( ECollectionShareType::CST_Private ),
ECollectionShareType::GetDescription( ECollectionShareType::CST_Private ),
FSlateIcon( FEditorStyle::GetStyleSetName(), ECollectionShareType::GetIconStyleName( ECollectionShareType::CST_Private ) ),
FUIAction(
FExecuteAction::CreateSP( this, &FCollectionContextMenu::ExecuteSetCollectionShareType, ECollectionShareType::CST_Private ),
FCanExecuteAction::CreateSP( this, &FCollectionContextMenu::CanExecuteSetCollectionShareType, ECollectionShareType::CST_Private ),
FIsActionChecked::CreateSP( this, &FCollectionContextMenu::IsSetCollectionShareTypeChecked, ECollectionShareType::CST_Private )
),
NAME_None,
EUserInterfaceActionType::Check
);
MenuBuilder.AddMenuEntry(
ECollectionShareType::ToText( ECollectionShareType::CST_Local ),
ECollectionShareType::GetDescription( ECollectionShareType::CST_Local ),
FSlateIcon( FEditorStyle::GetStyleSetName(), ECollectionShareType::GetIconStyleName( ECollectionShareType::CST_Local ) ),
FUIAction(
FExecuteAction::CreateSP( this, &FCollectionContextMenu::ExecuteSetCollectionShareType, ECollectionShareType::CST_Local ),
FCanExecuteAction::CreateSP( this, &FCollectionContextMenu::CanExecuteSetCollectionShareType, ECollectionShareType::CST_Local ),
FIsActionChecked::CreateSP( this, &FCollectionContextMenu::IsSetCollectionShareTypeChecked, ECollectionShareType::CST_Local )
),
NAME_None,
EUserInterfaceActionType::Check
);
}
MenuBuilder.EndSection();
}
示例14: ExtendSequencerAddTrackMenu
void FWidgetBlueprintEditor::ExtendSequencerAddTrackMenu( FMenuBuilder& AddTrackMenuBuilder, TArray<UObject*> ContextObjects )
{
if ( ContextObjects.Num() == 1 )
{
UWidget* Widget = Cast<UWidget>( ContextObjects[0] );
if ( Widget != nullptr && Widget->GetParent() != nullptr && Widget->Slot != nullptr )
{
AddTrackMenuBuilder.BeginSection( "Slot", LOCTEXT( "SlotSection", "Slot" ) );
{
FUIAction AddSlotAction( FExecuteAction::CreateRaw( this, &FWidgetBlueprintEditor::AddSlotTrack, Widget->Slot ) );
FText AddSlotLabel = FText::Format(LOCTEXT("SlotLabelFormat", "{0} Slot"), FText::FromString(Widget->GetParent()->GetName()));
FText AddSlotToolTip = FText::Format(LOCTEXT("SlotToolTipFormat", "Add {0} slot"), FText::FromString( Widget->GetParent()->GetName()));
AddTrackMenuBuilder.AddMenuEntry(AddSlotLabel, AddSlotToolTip, FSlateIcon(), AddSlotAction);
}
AddTrackMenuBuilder.EndSection();
}
}
}
示例15: FillLoadPresetMenu
void SVisualLogger::FillLoadPresetMenu(FMenuBuilder& MenuBuilder)
{
ULogVisualizerSettings* Settings = ULogVisualizerSettings::StaticClass()->GetDefaultObject<ULogVisualizerSettings>();
MenuBuilder.BeginSection("FilterPresets", LOCTEXT("FilterPresets", "Presets"));
#if 0 //disabled for now, we don't use presets yet
for (auto& CurrentPreset : Settings->FilterPresets)
{
MenuBuilder.AddMenuEntry(
FText::FromString(CurrentPreset.FilterName), LOCTEXT("LoadPresetTooltip", "Load filter's preset"),
FSlateIcon(), FUIAction(
FExecuteAction::CreateLambda([this, CurrentPreset](){ this->SetFiltersPreset(CurrentPreset); }
))
);
}
#endif
MenuBuilder.EndSection();
}